106,458 Commits over 3,836 Days - 1.16cph!
Fixed emoji rendering in read only input fields
Added emoji support for the clan announcement and member details text fields (no autocomplete or galleries but the raw text input is supported)
Add `force_lod_level` convar to force the culling system to only accept certain LOD levels (and bypass culling for them) to narrow down why certain LODs are disappearing "randomly"
Store LOD level of each mesh in `InstanceLODState`
Still debugging mesh culling randomly breaking
Merge from hackweek-chat-emoji
Added detailed colliders so that parachutes can be shot at
Show parachute health on HUD
Client compile fix
Move the first person camera closer to the actual model head bone position while freefalling with a parachute, fixes distorted legs view
If a player is dismounted from the parachute due to a collision in the first 1.5s of the deploy they will be hurt with fall damage (up to 80 damage)
Added extra collider to tugboat roof to prevent clipping through during sinking
Better animation transition if the player cuts their parachute while the deploy is in process
Parachute.bypassRepack convar bypasses the pickup duration
Added drag to the unpacked parachute so it falls a bit nicer
Fixed condition not getting applied properly
Scroll _DetailBlendMaskMapScroll and _DetailAlbedoMapScroll on belt
Secondaries for 25mm impact.
Merge from global_networked_bases -> aux2
Region out client analytics variables that are "assigned but never used" when compiling client
Move shadows to their own grids
Distance cull both meshes & shadows
Only frustum cull meshes
Merge from global_networked_bases -> aux2
Fix `test_instancing_culling` spawning prefabs outside of the map and overloading the "out of map" grid
Fix "outside of map" grid not having a gridId set and looking like grid #0
Refactor RendererJobData to store ShadowMode instead of "IsOnlyShadow"
Refactor culling system to completely ignore shadows
Change InstancedScheduler script update order to near the end
Count number of meshes & shadows separately
Add number of rendered meshes, shadows & draw calls for instancing to `perf 8`
Add average number of meshes & shadows drawn to client performance analytics
Add `print_instanced_grid {id}` and `print_instanced_grids` to print meshes per grid for debugging
Added LODs, colliders, and prefab setup to the screwdrivers
Add menu option for instanced rendering called "Building Distance" (it also handles cliffs but yea)
Clamp instanced rendering distance from 500 - 2500
Take lower of draw distance vs instanced render distance when culling
Run codegen to apply convar descriptions
Add description to all convars
Merge from global_networked_bases -> aux2
Add clientside performance analytics for instanced rendering
- culling time
- draw calls
- render distance
- size of compute buffers & arrays
- mesh count
- prefab count
- entity count
Merge bbq loot panel prefab fix from main
84947 -> aux1
Fix armored double door & triangle ladder hatch prefabs getting "deleted" during a merge from attack heli and then throwing error when you try to respawn
merge from weapon_racks/missing_items
Tweaked bypass tunnels to add more clearance for trains
Slightly tweaked caboose spotlight position
Add `shadow_culling` convar to toggle culling of shadows for instanced rendering
Disable shadow culling by default
Fix meshes with skins registering a extra renderer
Add `instanced_memory_usage` command to print off size & memory usage of every array used for instanced rendering
Remove some redundant convars
Add `--instanced-rendering` convar to turn instanced rendering on (if we need it default disabled)
Setup Varying Pistol Ammo World Models to change depending on stack size
Renamed Pistol Ammo World Model Variations to match naming conventions
Setup Varying Rifle Ammo World Models to change depending on stack size
Renamed Rifle Ammo World Model Variations to match naming conventions
Merge lifestory fix to aux2
Check if deathInfo.attackerName is null (no idea why this appeared on aux2 but need to fix to keep testing)
Merge from global_networked_bases -> aux2
Enable GPU instancing on brick roof material
Run Initialize() when leaving server to cleanup all arrays
Cleanup code of all schedulers
Fixed Abyss Torch being lit when dropped.