143,569 Commits over 4,383 Days - 1.36cph!
merge aim blending for mortar to mortar_prototype
Disable USE_POLYSOUP for UTIL_RescalePhysCollide
industrial garage door
- merged sub objects on skin model
merge from mortar_prototype
▆ ▇▋▇ ▉▅▄▄▌▆ █▆▄▉▄▅▆ ▆█▅▅ ▋▅█▅▇▆▆ ██ ▌▄▍▉▉▇
- Setup convar to support auto detecting country or not
- Added checkbox to enable/disable it in country selection
- Minor set of bug fixes
Commiting a bunch of shelved wip
industrial garage door
- LODs created
- Added model for skinnning / anim
- Icon updated
- Prefab updated
Forgot to refresh the test list
merge from automated_testing
More work on kitchen lino for penthouse apartment
Triangle bug splash test fixes
Moved one turretpod case to trianglebug
merge from automated_testing
Fixed issue with some shadows remaining enabled for lights that shouldn't have them when shadow caching is enabled
Set legacy shelter door and wooking workbench bbq owner id when spawning
removed dummy from hierachy and re exported fbx
vendingmachine_updateammocount_nre -> main
Update animator to include blend trees
Fixed tutorial completed commands not running quietly
Fix update ammo count nre
merge from automated_testing
merge from automated_testing/raiding
Another raiding test and some inspector tweaks
Updating ballistic armour and bdu set skinning
main -> server_browser_update_2
Finally fixed the flaky raiding tests
Optim: rewrite Pool to use ConcurrentBag(many mutexes) instead of single mutex
Fails unit tests, but not going to focus on fixing it just yet - want to make it faster first.
ST avg: 0.88781ms
MT avg: 3.1281ms
Tests: ran perf tests
Update(tests): add TestMTPressure unit test
Wrote it cause my ConcurrentBag based pool is misbehaving
Tests: ran new unit test
exported edited 3p drop/pick up item anims, linked to player controller animator and set speed anim to 1
Use SelectableLabel in the test runner window details panel so we can copy text there too
Added copy name/copy details context menu
Partially fixed the issue with shadows not swapping to closer lights when shadow caching is enabled
Update(tests): pool now has a runtime switch to disable editor-only safety logic, so that perf is more apples-to-apples
ST avg: 1.0358ms
MT avg: 13.6264ms
Tests: ran perf tests
- Updated stance idle clips with new 3p rig upperbody clips (so these make sense when debugging between the player animator and an override)
- Ran animator override updater (updated 150 override controllers)
kiosk C - addressed feedback, added collision & lods
Added context menu to test case and fixtures in TestRunnerWindow
- Open source file
- Copy
CTRL+C also works
Update to vm camera animation to remove shoulder clipping
re-organised marketplace lighting objects into a lighting layer - not made external yet
Added ParameterDisplayName in test results and test lists, let us format struct parameter in a nicer way
Raiding tests fixes
Added impact pos prediction and splash radius gizmos
Updated the EmissionToggle script to check whether the MPBs for the renderers have changed before attempting to set the emission value. This fixes an issue where renderers would have the incorrect MPB when coming back into network range
merge from save284 - Staging wipe!
some more marketplace work
merge from mortar_prototype