255,505 Commits over 3,990 Days - 2.67cph!
Remove native postprocessing from renderpipeline
merge from triggerbase_exclude_layers
Added `asset.changed` EditorEvent which fires whenever an asset is changed, passing the asset as an argument.
improved lods on io research table
Branch to test trying to gracefully sending final snapshots for owned objects when disconnecting
merge from triggerbase_exclude_layers
setup for hiding/showing third person pie models at correct times
Bugfix: Use valid index in WaterTestFromVolumes
Tests: detected during staging demo playback with useparallelupdatejobs - reran the demo, no more NREs
Cleaning up core code
Big WIP refactor
Add ExecuteCommandList diagnostics
Tweak Audio.DirectSource to run occlusion checks in parallel
Add performance tracing to SetObjectBounds
Add performance tracing to physics traces
Add performance tracing to RPC calls
ProcessIntersections profiling
cache off Codec.FrameInfo
Preallocate the dictionaries in DeltaSnapshot
merge from io_research_table
vendor_listing_changes -> crafting_update
Show an clones genetics on the vendor UI. Lets people see the genetics before they buy
(Also shows the grade of a nucleus)
PlayerController: accumulate fall distance based on actual distance travelled
Updated Bee Grenade World Model Material so its not as transparent as before
Move printwipeid command into #if SERVER
Merge: from parallel_validatemove
- Fixers a couple rare bugs leading to missing data from FullServerDemo recordings
- More work on BasePlayer.SErverUpdateParallel, still disabled
- Editor-only: Added a couple unit tests
- Editor-only: ServerDemoPlayer - disable error spam during demo playback, improve log format
- Editor-only: ServerDemoPlayer - automatically authenticate connections during demo playback
Tests: played back demo from staging server, recorded a couple new demos in local editor
Merge: from main
Tests: none, no conflicts
merge from wipe_id_command
Bugfix: Initialize WaterSystem coarse grid on clients
- Also make it safe for scenes that don't have a water setup (like playground)
Tests: tested with a separate client connecting to server - saw that Client was initializing everything correctly in the right order
Added Bee Grenade 4K Textures
fixed LODs on io research table
Fix hurt state being coupled to wolf
set .viewmodel and .entity meshes to 1 scale after model updates
Show nucleus grades on hover
Replace @dripsy/gradient with expo-linear-gradient
Bee Grenade 4K Textures Folder Setup
Clean any meat prefabs when destroying ovens
- Make sure tiger reacts appropriately when hit with hipfire
- Polish eating behaviour
Run animation and procedural bone objects on bone merged renderers before bone merging to parent
Camper bbq visual cooking setup
Custom vents for zigg exterior
Updated Bee Grenade Soruce FBX Scale
Radwater now destroys the nucleus inside beehives
4k textures io research table
Beehives can now be heated with heaters
- Split off GrowableHeatSource so it can support any object so long as it has a IHeatSourceListener interface
- Clamped overall quality
Remove unused NavLinkUpdate callback
Hobo barrel visual cooking setup