241,356 Commits over 3,867 Days - 2.60cph!
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
Don't release jump list object unless it's succeeded (should fix crashes on Proton and maybe weird Windows setups), release another thing too
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
Be more lenient on light direction validation mask for directional AO, make sure that aoproxies don't clip through citizen's arms
Directional AO can use more steps now that it's cheaper
Shadergraph: only compile preview shader for the current render API
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
StartScreen is no longer modal
Cap IdentEdit to 16 chars
Split out Explorer into 3 tabs now that our docking doesn't suck
Draw active project at top of Project tab
ShaderGraph: Use .source2/temp folder that is actually mounted instead of absolute path shaders, these go properly through the ShaderTypeManager and get the right offsets then
Can compile Vulkan shaders on shadergraph / shaderhook now without crashes on DX11 🤯
Start updating to use Stats/Leaderboard API
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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 unused ENGINE_INPUT_CONTEXT_GAME
Remove unused
Strip more unused
Add a realm for development
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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?
Razor changes for IDE, untrack csproj
Set correct textures for LargeWideWeaponRack.mat
Some admin stats
Upload stats
Merge from main -> global_networked_bases
Merge from global_networked_bases -> aux2
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