199,310 Commits over 4,140 Days - 2.01cph!

2 Years Ago
Finally fixed the rendering so opaque geometry & shadows are kept in separate command buffers... although I would need to add the shadow commandbuffer to each light now
2 Years Ago
Missing girder in bucket_excavator_arm_end_COL
2 Years Ago
Missing quad sphere tank in collider
2 Years Ago
merge from main
2 Years Ago
oilrig S2P
2 Years Ago
fixed large oilrig interior collider issues
2 Years Ago
Merge from nexus
2 Years Ago
Network++
2 Years Ago
Add ferry avoid triggers to oil rigs
2 Years Ago
Add ferry avoid trigger to cargo ship
2 Years Ago
add clan table to bandit/outpost
2 Years Ago
Merge from main
2 Years Ago
Give name to the the instanced CommandBuffer & CommandBuffers created by `CommandBufferSystem` It now renders with the command buffer, just gotta figure out incorrect lighting, multiple meshes overlapping & lighting turning off every 1s
2 Years Ago
Cannon impact explosion WIP Muzzle iteration & naming consistency.
2 Years Ago
Merge from main
2 Years Ago
Updating macOS launcher for macOS Sonoma support
2 Years Ago
Default to development realm while testing in editor Add nexus.serverListRealm convar for overriding the realm to show in the server browser Update FP.Nexus to get the development realm
2 Years Ago
Submit DrawCalls via `CommandBuffer` instead of `Graphics.DrawMeshInstancedIndirect()` Hook `MainCamera.OnPreCull()` via a `InstancedCameraComponent` instead of static Action Change shaders to use a commandBuffer to get the start index of each drawcall instead of passing an index into each MaterialPropertyBlock (not completely done, more of a stash)
2 Years Ago
Remove instanced rendering from furnace & planters as they require an extra color to be passed in Some materials missed
2 Years Ago
Disable nexus.serverListEnabled by default in builds
2 Years Ago
merge from main
2 Years Ago
merge from auguest_art_bugfixes
2 Years Ago
reverted lootpanel.bbq prefab to known good version - Global S2P broke this?
2 Years Ago
merge from weapon_racks
2 Years Ago
Set correct textures for LargeWideWeaponRack.mat
2 Years Ago
merge from weapon_racks
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
See if small tweak fixes "virtual mesh not found"
2 Years Ago
Enabling material instancing on a few electrical materials (not custom instancing)
2 Years Ago
Main & coax muzzle FX.
2 Years Ago
Missed the other CS files for `print_prefabs` changes
2 Years Ago
Print number of prefabs added, removed & sort `print_prefabs` by number of prefabs missed
2 Years Ago
updated animator speed change parameter on the pumpjack static prefab to 0.4
2 Years Ago
Merge from main
2 Years Ago
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2 Years Ago
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2 Years Ago
Client build fix
2 Years Ago
merge from main
2 Years Ago
merge from cleanup
2 Years Ago
merge from main
2 Years Ago
merge from august_art_bugfixes
2 Years Ago
Fixed a wild pooling/input field bug that was making the autocomplete emoji popup options sometimes insert the incorrect emoji when clicked
2 Years Ago
BaseMountable now calls ModifyCamera on it's VehicleParent (if it has one) Better camera control on parachute, lock the players eye position to it's actual model eye position
2 Years Ago
Fixed gutting fish resulting in incorrect item pickup notices if the resulting items were placed in a stack
2 Years Ago
Introduce drag gradually over a second as the parachute is deployed for a more natural look
2 Years Ago
Refactor foot ik to have less huge blocks of copy and pasted code Fix foot Ik caching a bad position if the foot IK raycast does't hit anything, leads to better responsiveness when landing
2 Years Ago
Merge AttackHelicopterPreTurret -> Aux2
2 Years Ago