121,093 Commits over 4,018 Days - 1.26cph!
Temporarily removed Compound SLOD (causing monument prefab to not build properly)
Fixed client player tick rate not being set when connecting to sleeper
Horse ragdoll doesn't wrap around itself.
Horse materials GPU instanced.
Ragdoll scene.
Added MeshOccludee to SLOD renderers
added anim to cinematic controller
Updates Win and PS4 version so they compile again.
[D11] [UI] Translation fix for respawn map markers.
Fixed bootstrap showing ... instead of error text
[D11][#2384] adjusted Belt bar sorting. Fixed issue with previous commit
[D11] [UI] Fixed out of bounds issue on getting map marker translation.
Renamed physics.batchsync to physics.batchsynctransforms (similar to physics.autosynctransforms)
Added physics.batchsync convar (only does a single physics transform sync for all player server updates, default = false)
Added physics.autosynctransforms convar (only for testing)
[D11][#2342] Fix for been able to fire two guns at once
[D11] Sleeping Bags can now display the distance correctly on the Respawn screen
Horse ragdoll colliders are on ragdoll layer
minicopter entity update - trying to fix transform child cant be loaded issue
[D11] [Audio] Fixes XBox One headset recording state to persist between headset being removed/inserted.
Recording/playback now resumes if needed.
[D11] [UI] Moved respawn type to d11 define. Added respawn type to tooltip.
[D11] [UI] WIP implementation of respawn type differentiating in Death Screen UI and Map Markers.
Fixed weird OnPreRender/OnPostRender errors
Cleaned up impostor rendering
deleted unused minicopter prefab
[D11][UI] - Cosmetic tweaks to Options menu
[D11] cherrypick
36859,36892 to fix some problems getting into game
[D11] remove same unused stuff as removed on the hdrp branch. Some by-hand prefab merges here, might have to come back and compare by eye but I think they only changed for the purpose of deleting missing scripts.
Adjusted saddle to fit new horse
[D11] [UI] Sleeping bag map markers fix and implementation.
Added player.tickrate_cl and player.tickrate_sv convars (both are set on the server)
Optimized Vis.Entities / Vis.Components / Vis.EntityComponents further
Stripped collider batching entirely to fix some remaining performance overhead (particularly in Vis.Entities / Vis.Colliders)
Improved entity registry performance (particularly ToBaseEntity)
Added and enabled impostor renderer
Updated tree impostor materials and prefabs
Added upgraded foliage, folige billboard and ocean shaders
Added latest ASE + updated hdrpLit template
Fixed coverage queries (e.g. flares)
Removed impostor debug message
Water system updates (wip)
Impostor renderer updates (wip)
Texture array tools updates
[D11] [Audio] headset removal/reinsertion now seems to be working (although there are some issues and a slight delay in detection) but it is working. It looks like the original sample code had some memory corruption as it was allocating a structure with new but freeing it with CoTaskMemFree. There is also seemingly a case where the headset would never be usable again... not sure if that was because of the memory corruption or if there is another issue... Need to do some more testing tomorrow.
Nuked a couple of deprecated components