241,032 Commits over 3,867 Days - 2.60cph!
Parent merge + codegen/manifest update
Fixed supply drops missing their parachute prefab, as that prefab is now the player parachute
Added the old parachute prefab back in, it's no longer an entity (see parachute_supplydrop.prefab)
Supply drops now just turn their parchute on and off with a flag
SAM sites can now target parachutes
Converted Concrete Barricade to all convex colliders.
Unpacked parachute no longer collides with vehicles (same layer/rules as dropped items)
Converted Sandbags to all convex colliders.
Converted Chippy Arcade Machine to all convex colliders.
Getting hit with grande launches no longer flings parachute up in the air
Parachutes will no longer respond to explosion forces
Converted Hobo Barrel to all convex colliders.
Fixed locker nre when swapping with a parachute equipped (lockers now ignore the parachute slot entirely, we'll probably change this behaviour in the future)
Converted Beach Parasol to all convex colliders.
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Converted Beach Chair to all convex colliders.
Fixed parachute not being able to be worn with a regular hazmat
Converted Spinner to all convex colliders.
Converted Secret Lab chair to all convex colliders. Fixed it having a collider double-up.
Increased texture resolution on the specular textures as well, from the original 32x32 to 1024x1024. There is detail in the alpha channel
Increased Patrol Helicopter texture resolution 16x from 512x512 to 2048x2048. Increased Patrol Heli rockets resolution a lesser amount, from 512 to 1024.
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Leaderboard backup, run #5395
Small OldTV UV modifications to faciliate white noise effect.
TV prefab collider setup & lighting.
Change Submesh info from List to Array
Fix two separate GeometryBuffers created
Keep geometrybuffers in separate class
Fixes
Add `UnityIndirect.cginc`
Start getting code to support "multidraw" to reduce drawcalls
Store verticies and indicies in GraphicsBuffer and use `Graphics.RenderPrimitiveIndexedIndirect()`
Group & batch draw calls that have the same material + shadow mode via `DrawCallKey` struct
Fix NRE inside inventory
Rebuild node.vmat (didn't have texture??)
ResourceNode grants 1 iron ingot per hit for now
Animgraph tutorials: update the interface tutorial with the new model picker
Fix NRE when fetching font color, fetch font color from current element (will cascade from parent)
made w_homingmissilelauncher rig
Icons render at least 32x32 in size
Add support for `iconify-icon` alias
Make errors nicer when parsing icon name
Allow `icon` or `name` for property
Refactor fetching etc. into IconifyIcon + support non-tintable icons (e.g. twemoji)
Switch `name` over to `icon` in README to match standard Iconify element behaviour
subtracking
86336 weapon_racks. Server error startup issues - IndexOutOfRangeException: Index was outside the bounds of the array.
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Bail from SetIcon when no icon found
Reset dirty bool at the start of SetIcon
This prevents situations where OnAfterTreeRender is called multiple times and in turn SetIcon before the first one has finished and reset the dirty bool.
Don't update Icon if it's passed the same value
Fix weird formatting
Add S&box .editorconfig
dotnet format
Merge pull request #1 from peter-r-g/peter-r-g/small-fixes
Small Fixes
Cache SQLite prepared statements automatically so they don't need to be reparsed every time they run
Cleanup
Use iconify for icons, inventoryitem displays item count instead of name
Smooth camera Z axis for small changes (better crouching, stairs, etc)