142,199 Commits over 4,413 Days - 1.34cph!
Remove now obsolete IGraphicsBuffer wrapper
Use newer GraphicsBuffer instead of ComputeBuffer
exported 3p holdtype animation sets with names beginning C after updating 3p running/jog anims
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Update: resubmit original pool mutex implementation in a separate branch
Makes it easy to test across extra benchmarks
Tests: ran unit and perf tests
Rebuilding the shadow map cache render texture pools when the max shadow lights convar changes
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Mortar animations on the v4 rig
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exported 3p holdtype animation sets with names beginning with A and B after updating 3p running/jog anims. Also set player animation controller timescale for the sprint to 1
Restoring this branch from yesterday I had to delete (sorry)
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Fixed an issue with flickering point lights caused by them having different shadow biases
blowpipe charm position tweak
Merge from terrain_lowering_nms_large_cave
Restoring a bunch of commits from yesterday I had to delete (sorry)
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Subtracting
150838 (reapplying new navmesh)
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Merge from terrain_lowering_nms_large_cave (reapply)
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Subtracting
150878 (new submesh subtract) i.e. reapplying new submesh
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Modified Jenkinsfile to utilize fpbuild installer scripts to manage fpbuild version per pipeline instead relying on globally installed version on the Jenkins runner system.
When sprinkling in local servers ensure they're under like 150km rather than < 1000km
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Merge from terrain_lowering_nms_large_cave
Re-bake missile silo heightmap to workaround AddToHeightMap issue
Fix deployable snapping not working properly in some cases
Client now sends over its setup and server validates (just like regular placement)
add RustForwardOpaque lightmode to opaque geometry pass
Add version printout to the server log file, was only on client before
Add queen bed entity to large apartment
Create queen sized apartment bed
Add single bed to medium apartment
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