198,711 Commits over 4,140 Days - 2.00cph!

2 Years Ago
Increase thread count for shadercompile Added $PHONGALBEDOBOOST parameter to vertexlitgeneric shader
2 Years Ago
Copy over shaders from original `global_networking` branch to fix indirect rendering
2 Years Ago
Enable GPU instancing on more building mats Disable normal MeshRenderers in PrefabPreProcess to avoid changing source prefab in editor
2 Years Ago
Art test scene WIP/backup
2 Years Ago
Only display outline collider warning message if not found at all.
2 Years Ago
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
2 Years Ago
merge from main
2 Years Ago
Added missing rack config for candy cane club
2 Years Ago
Setup custom render bounds for SMG.
2 Years Ago
Fix an accidental offset in mp5 world model prefab.
2 Years Ago
Fixed several issues with ragdoll position sync. No more glitching now
2 Years Ago
add ClientTurnSpeedOverride fore testing/debugging
2 Years Ago
updated bear anim meta files with correct settings and removed sleep-1 anim as it isnt needed
2 Years Ago
merge from exsperimental
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
Modify bear AI design so they never stop chasing or timeout in combat, to make it easier to test bears. For test branch only!
2 Years Ago
worked up materials on lorry trailer, added blue variant, added proper ac unit on front, tweaks to prefab
2 Years Ago
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)
2 Years Ago
HideInInspector HipFudge to make it clear it is not currently used, but keep values.
2 Years Ago
Removed all the old LagyAss related code to eliminate it from animation appearance
2 Years Ago
merge from main
2 Years Ago
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
2 Years Ago
Merge from main
2 Years Ago
Fix disabling team leader markers not properly disabling the makers on the compass
2 Years Ago
All joint positions now have regular sync to client
2 Years Ago
Merge from main
2 Years Ago
Merge from camper_respawn_option_fix
2 Years Ago
Reapply 82913
2 Years Ago
Merge from main
2 Years Ago
Subtract 82913, was going to be a problematic merge with SleepingBagButton changes on main
2 Years Ago
Joint sync WIP
2 Years Ago
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
2 Years Ago
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)
2 Years Ago
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
2 Years Ago
Bear animation controller changes, new transitions from idle clips to breathe, remove exit time from walk and breathe anims
2 Years Ago
Merge ragdoll extras back to main RagdollRewrite2. Fixed server->client sync not working.
2 Years Ago
Merge from main
2 Years Ago
Turn off all exterior lights during daytime.
2 Years Ago
Fixed the close flare on the new ceiling light fixture
2 Years Ago
merge from experimental
2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
Final playthrough polish on lighting prefab.
2 Years Ago
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.
2 Years Ago
merge from main
2 Years Ago
merge from creation_gibs
2 Years Ago
2 Years Ago
unpacked model prefabs in SC skin prefabs (applying prefab overrides)
2 Years Ago
fixed see through aspect on metal concave roofs