241,356 Commits over 3,867 Days - 2.60cph!

1 Year Ago
#SERVER compile fixes
1 Year Ago
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
1 Year Ago
Don't release jump list object unless it's succeeded (should fix crashes on Proton and maybe weird Windows setups), release another thing too
1 Year Ago
New flaming ember/debris atlas, because that soft radial blob used everywhere has become pretty old.
1 Year Ago
Increased clearance on the overpass module entrance
1 Year 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
1 Year Ago
Missing girder in bucket_excavator_arm_end_COL
1 Year Ago
Missing quad sphere tank in collider
1 Year Ago
merge from main
1 Year Ago
oilrig S2P
1 Year Ago
fixed large oilrig interior collider issues
1 Year Ago
Merge from nexus
1 Year Ago
Network++
1 Year Ago
Add ferry avoid triggers to oil rigs
1 Year Ago
Add ferry avoid trigger to cargo ship
1 Year Ago
add clan table to bandit/outpost
1 Year Ago
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
1 Year Ago
Shadergraph: only compile preview shader for the current render API
1 Year Ago
Merge from main
1 Year 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
1 Year Ago
Cannon impact explosion WIP Muzzle iteration & naming consistency.
1 Year Ago
Merge from main
1 Year Ago
Updating macOS launcher for macOS Sonoma support
1 Year Ago
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
1 Year Ago
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 🤯
1 Year Ago
Start updating to use Stats/Leaderboard API
1 Year Ago
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1 Year 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
1 Year 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)
1 Year Ago
Remove unused ENGINE_INPUT_CONTEXT_GAME Remove unused Strip more unused
1 Year Ago
Add a realm for development
1 Year Ago
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1 Year Ago
Remove instanced rendering from furnace & planters as they require an extra color to be passed in Some materials missed
1 Year Ago
Disable nexus.serverListEnabled by default in builds
1 Year Ago
merge from main
1 Year Ago
merge from auguest_art_bugfixes
1 Year Ago
reverted lootpanel.bbq prefab to known good version - Global S2P broke this?
1 Year Ago
Don't include any csproj
1 Year Ago
Razor changes for IDE, untrack csproj
1 Year Ago
merge from weapon_racks
1 Year Ago
Set correct textures for LargeWideWeaponRack.mat
1 Year Ago
Some admin stats Upload stats
1 Year Ago
merge from weapon_racks
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
See if small tweak fixes "virtual mesh not found"
1 Year Ago
Enabling material instancing on a few electrical materials (not custom instancing)
1 Year Ago
Main & coax muzzle FX.
1 Year Ago
Missed the other CS files for `print_prefabs` changes