33,700 Commits over 4,140 Days - 0.34cph!
Remove code to pack monument scenes bundle (unused)
Merge from trimmed_asset_warmup/scene_warmup
batched projectiles handle cameraclip avoiding code for thrown projectiles
BaseRaidBenchmark - only create extra Client if one doesn't already exist, it's double ticking projectile effect processing and making it look worse than it is
Merge from tech_editor_improvements (Hardcore specific tech trees + layout fixes for all other tech trees)
Merge from trimmed_asset_warmup/scene_warmup
merge from phrase_applybutton
Add -> TryAdd in BuriedItems
Reduce texture size and/or enable compression on some textures
Merge: from benchmarking_update
- Cleanup of obsolete EffectsBenchmark
- Editor-only DemoBuildingsViewer supports user modification of scene, scene export and import into scene
- Bugfix for infinite load loop in benchmarking flow
Tests: used the DemoBuildingsViewer to modify and export couple bases, built standalone client to run BaseRaidBench
merge from shelves_whitelist
merge from reported_players_server_command
merge from metal_detector_dropped_items
merge from fix_attackheli_headlights
Merge from mission_tutorial_reset_fix
Merge from hardcore_refresh
Merge from decor_rock_pooling
merge from projectile_jobs
merge from fogmethod1 (clouds/fog/sky)
merge from dpv_bone_error
merge from ambiencezone_nre_fix
don't serialize shoreVectorTexture
merge from projectile_jobs
- Removed the Grab Pass from the Lake, Moonpool, Ocean, Ocean Fallback, and River shaders. The _BackgroundColorTexture already gets set for these via a blit in the WaterCamera script.
- Fixed shader warnings in the WaterShore and WaterDepthNormals cginc files.
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