241,434 Commits over 3,867 Days - 2.60cph!
Renamed InstancedRenderComponent to InstancedMeshFilter
Material & prefab changes after enabling GPU instancing / using InstancedMeshFilter
v_ & w_ diver assault rifle fbx file updates
world model now has reduced lod chain, starting from the original LOD2 which is now acting as LOD0
Tweaks to make the chain look less floaty
Add support for rotation constraints to FP.BurstCloth
Update dotnet runtime redistributable to 7.0.7
merge from shader-improvements/merge/aux2merge/ merge hell
Don't so lobby member counts on invalid lobby
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Can join other lobbies from GameMenu
Ignore more files when publishing
Throw error instead of auto enabling GPU instancing (incase they don't spawn prefab while in editor and miss it)
Multiple materials will work with indirect rendering too
Don't global network doors by default
Send global network when entity is first spawned
Automatically enable GPU instancing on materials when used with instanced rendering
Leaderboard backup, run #3709
New rendersystemvulkan & vfx_vulkan
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
[?] My last few questionable shader fixes I need to go over
Recompile all core shaders (spv only)
Compiled base shaders (spirv only)
[breaking change?] Pack light type in extra light data and make it all align in 128 bits for dxc
[?] Fix water on vulkan
Revert "Fix a small visual glitch with DListView column layout"
merge shader changes
Fix shader compile related script
Update .gitignore
Can get a list of lobbies
v_usp: added camera animation to deploy & improved the animation
Delete unused generate_decal_normals
Shader warning/error fixes
Strictness shader fixes
Shader Resource V2 - Has a DXBC & a SPIRV block, V1 resources still work as DXBC
Don't update special dependency version number for shaders, otherwise we'll fuck all v1 resources 😵
Leaderboard backup, run #3707
UI: Fix division by zero inside KeyFrames when startBlock and endBlock intervals match
UI: Implement animation-fill-mode
Remove all hacks we had for a second shadow atlas for viewmodel shadows
Use @ChildContent because it should be
merge from weapon_switching
Fixed resource lists. Updated to use IInventorySystem from Remscars PR
Add Name and Desc to IInventoryItem
UI: Implement background-blend-mode
Fixed resource list, use ChildContent, refs broken atm
Fix instanced rendering to work with multiple materials
In Resource Files, hide a bunch of stuff that is going to be shipped anyway
Replace SharedBag
Don't upload .vs or files containing _bakeresourcecache
Compiler warning
merge from main -> global_networked_bases
Leaderboard backup, run #3704
Tweaks to weapon switching. Can now be enabled/disabled and also have a chance to be enabled.
Updated prefabs to enable it with a 40% chance for now.
Added and Setup Vintage Alarm Clock Prefab
Fix compile error by changing #IF UNITY_EDITOR to a convar `UploadAnalytics`
SliderEntry -> SliderControl and fixed view models that randomly got scuffed
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cherrypicking water5_final merge from Aux2-old
Implemented IInventoryItem interface used in place of the raw InventoryItem
Merge pull request #1 from tech-nawar/remscar/item-interface
Implemented IInventoryItem interface
Use method for getting inherited surface values if necessary to avoid repeating same code
Fix infinite loop when loading image (!)
Package update
merge from ferry_terminal