125,605 Commits over 4,171 Days - 1.25cph!
Fix trigger_hurt forgiveness not resetting damage correctly
language.GetPhrase changes
* Increase limit to 4000 bytes, from 1000
* If limit is hit, truncate the string, instead of outputting an empty string
Make language.Add type-error on invalid input instead of silently fail
Added more intersection functions
* util.IntersectRayWithSphere
* util.IsSphereIntersectingSphere
* util.IsBoxIntersectingSphere
* util.IsPointInBox
* util.IsPointInCone
* util.IsSphereIntersectingCone
* util.IsOBBIntersectingOBB - last argument is now optional
Add `use_command_buffers` command to toggle between Graphics.DrawMeshInstancedIndirect() and CommandBuffers
Can use convar at runtime to switch back and forfth
Added manually submitting draw calls back as CommandBuffers broke lighting & were slower after first iteration
New flaming ember/debris atlas, because that soft radial blob used everywhere has become pretty old.
Increased clearance on the overpass module entrance
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
Missing girder in bucket_excavator_arm_end_COL
Missing quad sphere tank in collider
fixed large oilrig interior collider issues
Add ferry avoid triggers to oil rigs
Add ferry avoid trigger to cargo ship
add clan table to bandit/outpost
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
Cannon impact explosion WIP
Muzzle iteration & naming consistency.
Updating macOS launcher for macOS Sonoma support
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
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)
Remove instanced rendering from furnace & planters as they require an extra color to be passed in
Some materials missed
Disable nexus.serverListEnabled by default in builds
merge from auguest_art_bugfixes
reverted lootpanel.bbq prefab to known good version - Global S2P broke this?
Set correct textures for LargeWideWeaponRack.mat
Merge from main -> global_networked_bases
See if small tweak fixes "virtual mesh not found"
Enabling material instancing on a few electrical materials (not custom instancing)
Missed the other CS files for `print_prefabs` changes
Print number of prefabs added, removed & sort `print_prefabs` by number of prefabs missed
updated animator speed change parameter on the pumpjack static prefab to 0.4
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merge from august_art_bugfixes
Fixed a wild pooling/input field bug that was making the autocomplete emoji popup options sometimes insert the incorrect emoji when clicked
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
Fixed gutting fish resulting in incorrect item pickup notices if the resulting items were placed in a stack
Introduce drag gradually over a second as the parachute is deployed for a more natural look
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
Fix missile pos negative collider scale complaints
Adjust interruption rules on jump animation for better responsiveness when landing on the ground
A complex merge from Main -> AttackHelicopter with 56 reconciled conflicts