198,761 Commits over 4,140 Days - 2.00cph!
Added computebuffer_setdata_immediate convar (does what the name says), defaults to true on OSX since SetData seems to have a ton of memory overhead in Unity's OSX implementation
Enabled instanced rendering on OSX by default again
Fix recycled cells not rewriting their header causing them to become creater than 32 elements, overwriting other cells and breaking stuff
Log error if the cell ever goes above 32 elements again
Added a very brief rocket projectile ignition delay, to stop your face melting right off.
Change `RenderSlices.Length` to `RendererCount` in the PreCull job
attack prefab polish
added screen bounce to launcher attack
Rocket launcher attack fx revamp
Merge from global_networked_bases -> main
Fix "ghost blocks" appearing due to PreCulling job not reseting slice when a mesh count goes down to 0
Fixed errors on materials w/o refraction
GPUBuffer data preservation / copy when expanding is now optional
Fixed FreeNativeMemory before AllocateNativeMemory in a few subclasses
Fixed a few == vs <= "better safe than sorry" cases
PreCullJob now runs after LateUpdate instead of after Update so changes in LateUpdate doesn't mess things up
Fixed DrawCallManager.AddDrawCall not immediately updating if it was resized
Disabled by default on OSX standalone until we sort out the memory leak
Fixed some issues with --normal-rendering
Fix errors that kick the player not including the serverAddress to sentry
Include loglevel of error so we can see what errors kick people
Fix "list prefabs" editor button erroring
Disable instancing on ladder
Merge from /main/water5-black-flicker-fix
Merge from /main/shader-fix-2 (6P lit particles, edit-mode lighting, smoke & censor fixes)
Reverted some debug changes
Fixed global intensity not fading properly
Added downscale property for temporal RT
Defaults downscales now = 1
Merge from airpatch_media
Merge Main -> Experimental
Fix missing code from previous commit
Another fix for the boat drift system
General improvement to boat drift-to-shore. Added InvokeRandomizedFixedTime
tweaked cutout spider web mesh positions to match older mesh positions, used one of the cutouts as the guide mesh
Combat misison pt2 setup, bear spawning
Fixed acquire mission objective type not properly registering items acquired that get stacked
Set up misison flow and conversation for hunting/cooking mission
Merge global_networked_bases/proper_disable_command
Add `InstancingConfigComponent` to root level of component
Add option via the config to disable instancing on a prefab
Disable instancing on `junkpile_i` as it uses a cliff child prefab that supports instancing
Also disable instancing on portal prefab
Fixed overlapping IsInTutorial and LoadingAfterTransfer flags
Fixed broken harvest and crafting mission events
Merge from global_networked_bases -> main
Disable instancing on deployables it was unintentionally left on
Enable instancing & global networking on large furnace
Add button in editor to list every prefab with instanced rendering enabled
Remove instancing from metal shopfront due to glass not working & incase it murders performance if I fix it