106,396 Commits over 3,806 Days - 1.16cph!
Rename `InstancedEntityScheduler` to `VirtualEntityScheduler`
Fixed cargoship light fixtures materials
tweaked the splat mask on ferry terminal to blend correctly
misc tweaks and fixes to the harbor_2 loot spawns
Fixed non-refractive transparency; cleanup
Fixed screen space refraction misses w/ fallback to sky
Merge Main -> Experimental
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Added a convar to disable the landing animations
Added position support for the animated screen shake
Update first person landing animation to match third person anim
Fixed hands staying visible after landing
Snappier landing animation when landing the parachute
Merge Main -> Experimental
More transition rule changes
Reinstate my custom-shader-based fix for the attack heli gunner UI because some gun components clip through even at a minimum distance
Testing out a heavy landing animation, implementing via a full body non looping gesture that's triggered by the server on landing
Fixed an issue where the animator would transition to the parachute mounted animation instead of the deploy animation
Remove the backpack indicator from the item icon prefab
Fixed parachute not going into the parachute wear slot on right click
Updated attack heli gunner UI to show both current rocket ammo before reload, and the total rocket ammo available
Unpacked parachutes now start decaying after an hour, takes an hour to fully decay
Don't show ammo value on the attack heli monitor UI preview, since it's not actually set
more scene and lighting setup, added all current twitchdrop run items with innitial pass
Completed refraction baseline and integration (except ray misses)
Performance upgrade & visual progress WIP.
more lighting setup, starting to set up double barrelled shotgun
More rocket launcher viewmodel FX polish against erratic player movement.
Clear up performance text
Remove instanced triangles from performance text as we don't know on CPU how many meshes will be rendered post GPU culling
Change slider range of instanced rendering from 500-1500
Default instanced rendering distance 1000m
Convar still can go from 500-2500
Change clans to soft delete instead of fulling purging from the SQLite database
Add clan score value with a new table for tracking clan score events
Incrememnt clan DB version because migrating the unique index for clan names to a partial index was too complicated (sorry anyone who started using clans already)
Categorize mesh renderers based on prefab the mesh came from
Add commands to toggle rendering of certain meshes: `instanced_toggle_buildings`, `instanced_toggle_cliffs`, `instanced_toggle_other`
Rename `instanced_rendering` to `instanced_toggle_all`
Viewmodel prefabs & naming
cherry pick from
86211, tweaked lighting working on final render settings