110,876 Commits over 3,897 Days - 1.19cph!
added light flares to bradley
optimized bradley to use a single spotlight with a cookie instead of two
smaller main cannon explosion effect
main cannon is no longer laser accurate
added bradley.quickrespawn server command to qiuckly respawn a bradley to test
Profiling, cleanup, small GC optimizations
small rocks & tall grass culling distance tweaks
Fixed broken orientation on particle layer accum; touched all relevant shaders
rock dressing scene update
small rocks distance tweak
gas_station level vcolor bakes
backup and scene2prefab
Adjusted default buffer sizes of collider groups, renderer groups, foliage groups and LOD cells
Remove foliage groups when they are empty (similar to renderer / collider groups)
Fix gaps on supermarket / fixed seams on plaster_d texture / material tweaks
Updated PlayerModel with fixed seam geo/normals/skinning
Final textures with head/body seam fixes
Body lods & head.00 lods
Player preview changes/fixes
Reduced GC allocs in SelectedBlueprint.RefreshBlueprint
Log warning when trying to create attachment on viewmodel without model component
Reduced sky brightness slightly
Fixed material / memory leak in Bradley TreadAnimator component
Ensure EffectRecycle doesn't invoke Recycle more than once when onParentDestroyed is DetachWaitDestroy and playMode is Once (heli explosion fix)
Cleaner pathing
See if nodes can see target by checking main turret height at node
Intelligent target sorting
respawn server convar for testing
Fixed/improved ImageEffectComposite handling of single effect
Optimized water and screen blur overlays
Added centralized ImageEffectComposite to replace redirects and ensure low bandwidth ops
Added ImageEffectTransformsToLDR to ImageEffectComposite (works if final)
Added explicit sort order to ImageEffectLayer
Moved tonemapping + fxaa + sharpen and vignette to overlays (move back on 5.6.2+)
finished most pathing at launchsite for bradley
fixed NRE when killed by bradley
bradley stops shooting dead players
bradley target range increased
Bradley target added when damage received
bradley now spawns at launchsite, broken af
protocol++
manifest /codegen
removed log files
fixed blurry debris from heli explosion
fixed holosight blurryness with motionblur
fixed heli/bradley gibs being difficult to harvest
rockets now damage bradley
bradley uses foot position for vision check as well
enabled main cannon on bradley
fixed rocket trails disappearing before fading out for all rockets
Supermarket progress / loots spawn placement / general polish
Supermarket COL/LODs/prefabs
Reduced or eliminated GC allocations from Transform.FindChildRecursive (only used by UI)
Viewmodel attachments use Model.FindBone instead of Transform.FindChildRecursive (more efficient since cached)
Removed AttachToBone (unused, inefficient)
Eliminated GC allocs from BaseEntity.UpdateParenting
Updated multiple descriptions
Phrases
Enabled biome tint on lowest high external lod (no mask)
More work on Navmesh Links.
Added packed version of rust/std-terrainblend
Packed rock _cliffs_atlas and road_ground_layer (dependencies)
Added keyword for biome mask texture + added to mats using it + updated shaders
Split some rock occlusion from diffuse (terrainblend now uses separate) + updated mats
gas station final interior mesh - LODs/COLs
scene update
Tweaked EntityLink default capacity