194,760 Commits over 4,079 Days - 1.99cph!
Copy over shaders from original `global_networking` branch to fix indirect rendering
Enable GPU instancing on more building mats
Disable normal MeshRenderers in PrefabPreProcess to avoid changing source prefab in editor
Art test scene WIP/backup
Only display outline collider warning message if not found at all.
Enable GPU instancing on building skins
Only use highest LOD rather than rendering them all at once (as we don't support LODs yet)
Automatically disable normal MeshRenderers in the prefabs we convert
Added missing rack config for candy cane club
Setup custom render bounds for SMG.
Fix an accidental offset in mp5 world model prefab.
Fixed several issues with ragdoll position sync. No more glitching now
add ClientTurnSpeedOverride fore testing/debugging
updated bear anim meta files with correct settings and removed sleep-1 anim as it isnt needed
Modify bear AI design so they never stop chasing or timeout in combat, to make it easier to test bears. For test branch only!
worked up materials on lorry trailer, added blue variant, added proper ac unit on front, tweaks to prefab
Fixed index mismatch on conditional model test when spawning creation gibs ("Shipping Container conditional roof building gibs inaccurate")
Fixed main skin object not being moved out of the way if conditional models were spawned (creation gibs partially occluded / Z fighting)
HideInInspector HipFudge to make it clear it is not currently used, but keep values.
Removed all the old LagyAss related code to eliminate it from animation appearance
Properly fixed non readable meshes being added to server bundles without reserializing assets
Added Facepunch.BundleBrowser, a tool that loads the contents of two asset bundles for inspection and includes a diff tool to compare what assets have been added and removed between two bundles
Fix disabling team leader markers not properly disabling the makers on the compass
All joint positions now have regular sync to client
Merge from camper_respawn_option_fix
Subtract
82913, was going to be a problematic merge with SleepingBagButton changes on main
Added `indirect_rendering` and `instanced_rendering` convars to toggle new rendering modes
InstancedRenderScheduler added to scene as singletoncomponent
Create renderers on startup
Now renders stuff and somewhat works
Fixed cluster respawn markers not correctly showing occupied states while the player is alive
Fixed respawn buttons still sending a request to respawn on click even if they were clicked while the player is alive (it was ignored on the server, but no need to send the traffic)
Exposed Movement Damp Multiplier on the player model prefab, lower = more snappy
Only applies when the player isn't underwater, we have separate damping for that case
Bear animation controller changes, new transitions from idle clips to breathe, remove exit time from walk and breathe anims
Merge ragdoll extras back to main RagdollRewrite2. Fixed server->client sync not working.
Turn off all exterior lights during daytime.
Fixed the close flare on the new ceiling light fixture
Final playthrough polish on lighting prefab.
Always run the ragdoll PreProcess (not just on client). Make the lists that the PreProcess sets up [ReadOnly], so it's clear that they don't need to be set manually.
unpacked model prefabs in SC skin prefabs (applying prefab overrides)
fixed see through aspect on metal concave roofs
Restore $envmapsphere for vertexlitgeneric
backport from x86-64
Added $pp_colour_inv to g_colourmodify (spawnmenu included)
Added $phongdisablehalflambert to skin/phong shader