112,372 Commits over 3,928 Days - 1.19cph!
Removed alpha from diffuse/emission/occlusion/detail that didn't use it
Updated some materials to use /Rust/Standard shaders instead of /Standard
Merge non-readable meshes branch
Added option to split shadow casting instanced meshes into separate shadow/non-shadow instances for improved culling
Updated mesh import flags to make more meshes non-readable and streamable to save memory (saves about 175mb on the 4k map i'm testing with)
Cherry picked powerline_pole_a light removal
Corpses no longer inherit the network group from their parent (should greatly reduce cargo ship networking overhead)
Added Optimize/Find Material Optimzations
Fixed a few OcclusionMaps with alpha
[D11] I've had this shelved for a while - switch to the probex sky reflections, but add the TOD elements, so it's similar to medium quality on PC. Tested with MainCamera re-enabled (currently disabled due to postfx being disabled). Saves a chunk off the engine culling.
[D11][OFFSCREENPARTICLES] Not enabled yet, just want to get them on.
[D11] [UI] Controls screen icons size increased for readability.
[D11] [UI] Fixed Controls menu not working on Frontend menus.
Dropped items no longer inherit the network group from their parent (should greatly reduce cargo ship networking overhead)
Rebuilt static fonts (will reduce hitches)
[D11] remove the needless FindItemsByItemName operation when the map is closed, this is possible because the drawable map stuff is deprecated, and we've compiled it out.
[D11] [UI] More idle anims set to looping.
[D11] [UI] HUD stance indicators change update quicker. Weapon idle anims set to looping.
don't copy linux steam stuff
[D11][OPT]] Take out footstep effects
Fixed LightLOD component triggering update calls every frame for intensity fading
Fixed LightEx handling of LightLODs in regards to pooling
merge from main/soundvoicecleanup
SoundClasses set virtualization priority
Paused sounds switch to lowest priority
Swap some stray static SoundPlayers to AmbienceEmitters
Stop and recycle more out of range loops instead of pausing them
Scene2Prefab
fixed mounting regular horses
Added support for instanced deferred mesh decals.
Added simple instanced draw call culling based on mip streaming info.
Enabled prop instancing
Hapis optimizations - improved culling volumes, removed old scripts, updated some lighting
Disable network service port in D11_LOCAL_SERVER mode
Revert project version to 2019.1.3f1
Revert to 2019.1 packages
Updated map file.. not sure why this has changed tbh..
enable instancing on another material
revert metas to 2019.1 format
Stripped obsolete lights from powerline_pole_a
[D11] [UI] Fixed crash when attempting to recycle certain objects.
NPCs no longer inherit the network group from their parent (similar to players, should greatly reduce cargo ship networking overhead)
[D11] Deletion of file name conflict after merge.
[D11] [UI] Fixed non-looping animations and optimised CH47Animator class. Added filter option in animation debug window.
Fixed bullshit warnings in WorldModel
Removed out of date warnings in Gibbable
[D11] [Audio] Latest chat code. PS4 now routes to headset only when needed. XBox does not have chat output from headset just yet. Checking in to clear some hansoft tasks.
[D11] [Audio] Latest release libs for all target platforms.
[D11] New text strings for shopfronts, and quick fix for 'trade complete' showing when first opening the window