253,046 Commits over 3,990 Days - 2.64cph!
Set battering ram seat to mobile, changed dismount hold type
Improve and clarify Add() and Remove() handling in RendererBatch
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
Pass instancing handle by reference to ensure it's always up to date
Rename LODCell.Timestamp → LastRefreshTimestamp
Restore old TypeLibrary at end of SerializeTest
Pass instancing handle by reference to ensure it's always up-to-date
Make LODComponent's Hide() and Show() public
- Greatly improved the smoothness of swapping between states during reload
- Fixed flip that was happening mid way through
- Cleared up a lot of the artifacting
Delete unused tiger static mesh
Merge from wip_quality_size
Finished off quallity based slots, fixing some bugs and refactoring.
Make LODComponent's Hide() and Show() public
Generate root motion data for existing anims
Setup tiger required gameplay assets (it has the wolf mesh for now while I wait for the new tiger mesh)
Possible fix for fragile tests
Humans/animgraph: added Sprint_N (+ temp derived NE/NW)
Humans: small tweak to Sprint_N + export the copy of the graph assigned to Humans
Refactor GameObject serialization tests a little
A couple of object cloning edge case tests
CloneActionGraphProperty test
Add CloneActionGraphSceneReference test
Pull tests from master
DeppClone all reference types
Added Pie Textures and Setup Pie Materials
merge from lunar branch, changsets -
111037 (fixed uvs on lod2 wallframes) and
111016 ( fixed default wall divider appearing in the crafting menu without ownership)
Refactor GameObject serialization tests a little
A couple of object cloning edge case tests
CloneActionGraphProperty test
Add CloneActionGraphSceneReference test
Add CloneActionGraphSceneReference test
fixed small uv issue on wood trim on wallframes LOD2s
CloneActionGraphProperty test
Setup Pie Folder Structure
Removed Extra Bottle from Catapult Flammable Ammo LOD 0
Updated Medieval Single Door FBX to fix gap between the door and door frame
reordered viewmodel minicrossbow reload anims
Refactor GameObject serialization tests a little
A couple of object cloning edge case tests
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Removed too much in prev commit
cherrypicking from lunar_new_year_2025
Removed actiongraph scope from component postclone
Make sure both buffers are destroyed
Add octohedral_encoding.fxc
Add skinning_cs.shader
Try and use animated vertex cache when D_CS_VERTEX_ANIMATION is enabled
Store vb size offsets in rendermesh
Create GPU buffers for skinned vertex cache and vertex cache offsets
Dispatch requested vertex cache updates
Animatables requests vertex cache updates
Leaderboard backup, run #
16997
Added new options to rotate both directional lights for an icon render
Rotations are saved to PropRenderer component
Added light preview toggle in IconRender scene, shows current lighting intensity and rotation in game view