158,364 Commits over 4,566 Days - 1.45cph!
- Remove supersampling when creating icons (huge performance boost)
- Disable categories with no extra options
Merge: from netmsg_loadmap
- Buildfix
Tests: compile sim
Buildfix: move client-var into CLIENT scope
Tests: compiler simulator
Fixed pooling bugs messing with horse animations
Merge from render_pipeline_testing
Default gamepad support enabled to true
Combined all of the Deferred Rendering Debugger overlays into 1 drop down field, as only 1 can be active at a time
Merge: from netmsg_loadmap
- Update: reimplement network message as a client RPC
Tests: reloaded playground in C+S editor
Update: replace bespoke network message with a player client RPC
Tests: reloaded playground in C+S editor
Converted the camera debug pass to an unsafe pass
Fixed the flipped UVs when sampling the rendering layer texture during the shadow debug overlay pass
Added a Renderering Debugger overlay for shadows
We can now get rid of the duped ridersync in the LateUpdate now that we don't control the spine pos from the IK
Chops another 0.42ms per frame for 50 moving horses
Removed LegsAnimator on the server, we now use the existing ground normal raycasts to calculate the hip position
Hip pos calulcation on the server for 50 moving horses:
2.2ms -> 0.09ms
Config manifest live switching
aliases show in console autocomplete results
Merge: from netmsg_loadmap
- Update: ServerMgr.ChangeLevelFor - for modders, new way for servers to dictate map on the client
Tests: built standalone client and connected to editor server with Craggy. reloaded into procgen then back a couple times in a row
Clean: remove unnecessary changes, todos
- codegen
Tests: none, trivial changes
added `alias` command that works the same as input.bind but with a custom command name instead
Clean: remove reauth debug convar
- go back to allowing repeated auth messages, but log a deprecation warning
Tests: compiler sim passes
LegsAnimator batched raycast commands
50 moving horses: server legs 4.5 ms down to 2.1 ms per frame in the editor (still too much)
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Bugfix: skip deinitialization when unloading scenes before loading next one
Previously it was only skipping when returning to main menu
Tests: loaded from craggy to procgen a couple times, no more asserts
More prefab changes to support grids with no fixed size elements
Remove all support for fixed size (square) elements in FlexGrid + FlexGridElement (as well as dynamic extra row gap changes etc)
Revert all character customisation grids to use column + row elements
Use an inactive row prefab to hide unused rows instead
merge from staging_release_client_enforcement
Delete unused firecrackers viewmodel prefab
Removed so dead code in TerrainConfig following
167041
merge from posing_tooling
LegsAnimator optim: legs that haven't moved reuse their last ground hit instead of raycasting every frame, with a fresh raycast at least every 30 frames
Reduced the legs animator culling distance if the horse is not ridden. Force fade out when stationnary
Firecracker updates
- Add grenade animation subsytem, remove the hold type override controller
- Add missing events to 3p drop anim
- Setup viewmodel anim controller for drop anims
- Fix not hooked up viewmodel camera anims
- Increase throw velocity
Add config block for all gamepads so we can bundle configs with the game per release/branch and keep them in Plastic.
Update tests/validator.,
main -> character_customisation
Swap over to new vertical design
Add missing gamepad type config files
Added RRP initialization to the bootstrap as it was previously only initialized when the rrp.enabled convar was set
Bump all controller config revision numbers
Disable GPU instancing on another 9 materials which are problematic for motion vectors
Skip animator updates once settled, ScaleBySpeed stops rewriting its scale while standing still
merge from main to high_stakes_dlc
corrected simulation space not being handled by held items