140,808 Commits over 4,505 Days - 1.30cph!
merge from darts_leaderboard_fixes
Fix incorrect PoolBallData pooling
pooling fix, enables pooling on thrown darts
optimised world models for mp5, double barrel shotgun and both youtooz figurines
all were on the rigged setup - skinned meshes and bone hierarchies that do nothing once dropped.
- Skinned meshes: 24 -> 0
- bones: 16 -> 0
- Prefab SkinnedMeshRenderers: 14 -> 0
- LOD0 renderers: 7 -> 4
- Meshes: 25 -> 13
also stripped exported tangents/binormals from these plus w_diverak47 (unity recalculates them on import) and cleared the leftover import settings on the fbxs: FBX size 3.55MB -> 1.74MB (-51%).
Steam Input is now the main (and only) gamepad input method.
Lots of refactor to strip the old double setup out.
Updating ammo script for glass ak to hide bullets based on ammo count
merge from chainlink_fence_fix
Feel free to stomp any monument changes coming from this branch
Added a tool to copy VDFs from/to project/steam locations
Finally got a VDF working.
Added the VDF source and also some extra debugging.
merge from main, stomp a bunch of monument scenes
Fix TryBindNavmesh not updating the cached navmesh
main -> character_customisation
boat_fuel_interaction_fix -> main
Cache agent navmesh instead of re-resolving it each call (eg independant navmesh vs default navmesh)
Only show the boat fuel, start engine, stop engine options if you are a driver (to better line up with other vehicles in game)
Fix find closest edge not working (never worked), making scientists not actually favour covers close to walls, fix AIs getting stuck when navmesh tile is rebuilt under their feet / on their path, prevent findPath from the agent position reprojecting when we already have a valid polyref, expose polyrefs in path
Merge from MonumentBlockers
Fix blocker mesh issues flagged by automated tests
merged uppdated salvaged hammer 3p anims and override controller
merge from militarytunnels_lightdup_fix
merge from main, stomp mil tuns
merge from non_critical_art_bugfixes_reapply
Large oil S2P after stomp
merge from water_treatment_tank_fix
merge from Ziggtank_collider_fix
merge from launchsite_silo_collision_fix
merge from nuclearmissileSilo_pipemat_fix
merge from perf_disable_gc_notif
merge from satellite_trail_tweak
merge from desalination_collider_fix
merge from dome_tree_spawn_fix
merge from static_chair_variant
Remove all unnecessary components from the static chair
S2P launch, outpost, bandit, gas station, junkyard, large oilrig, sewer branch
optimised world models for the following weapons:
custom smg, skinning knife, diver assault rifle, cny dragon launcher, lr300
all of these were using the rigged setup - skinned meshes, bone hierachies, unconsolodated LOD groups where the usage wasn't noticeable/used when dropped.
- LOD0 triangles: 60,828 -> 26,234 across the 5
- LOD0 renderers: 17 -> 5
- Skinned meshes: 59 -> 0
- Meshes: 64 -> 16
exported edited 3p slavaged hammer anims and assigned drop/pickup anims to override controller
glass ar store icon placeholder, set correct steam id
merge from automated_testing
Update a bunch of entity flag toggles to fix issues after flag changes
S2P floating cities
Reflection hack to call ISteamInput::Init
Merge from MonumentBlockers
S2P military tunnel, oilrig, launch site
Bugfix: make sure we modify EnsureMainThread in release builds
That check is always active
Tests: booted TLS scene
Update: integrate TLSTest into client bootstrap and server boot routines
- copied over linux rustnative.so, to be tested
Temp measure to test standalone builds
Tests: booted both bootstrap and craggy in win editor - saw output (disabled in client, enabled in server)