122,216 Commits over 4,048 Days - 1.26cph!
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Merge from terrain_sampling
Tuned threadgroup sizes, using noise filter params to cut down on memory usage, debug info
Added AI prefab to silo scene. S2P.
cherrypicking
80415 - Fixed network read thread spinning unless decrypt queue is at capacity
cherrypicking
80415 - Fixed network read thread spinning unless decrypt queue is at capacity
Merge Main -> Experimental
Be less 'clever' with UseDistance check in PlayerCorpse. The previous version compiled in editor but not on build server.
merge from genetic_vending
Added final area, AI_MiddleMiddle. Move, cover and spawn data.
Cover points for the additional area
disable shadow casting on some weeds prefab
some cosmetic changes to the subway entrance in ferry terminal to make it stand out
material tweaks, namely ao being too strong on some
Expanded AI_Lower to include an additional area and added movepoints and spawner for it.
Resize and reposition AI_Lower AIZ
merge from main, conflict fix
Scrap trucks at the junkyard now destroy themselves if they're taken out of the junkyard
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Fixed all player input no longer working if an item was moved while it was selected in the inventory while the splitter input field had keyboard focus
Merge from more_map_markers
Removed Sprint as well, now only AltLook key
Electrical box moves to match lighting tweaks.
Finalized entrance area lighting
FX prefab tweaks.
For destroyed entities: If the drop container is the floating type, use it even when there is only one item to drop, instead of dropping just the item on its own.
Removed duck button option for alt moves
merge from cpu_affinity_commands
Fix conditional compile causing unreachable code
merge from cpu_affinity_commands
Bounce light tweaks inside FX prefab for shifted props.
Emissive texture to Bilinear instead of Mitchell. Less haloing.
Near plane & bias tweaks for door leakage.
Added new computer cabinets to the scene
Scene2prefab
Optimized the office elevator prefab's lighting setup.