106,475 Commits over 3,836 Days - 1.16cph!
Fix MaterialPropertyBlocks not having new ComputeBuffers assigned when the ComputeBuffer is "resized"
Merge Main -> TugboatJuly
Shockwave + ground effect tests
Merge from global_networked_bases -> aux2
More cleanup & hopefully fixes
fixed missing base color in a couple of materials
Added missing ambient light to festive garland window
fix for ramp/steps blocker
Explosion tonemapping iterations
Merge from global_networked_bases -> aux2
merge from safezone_viewmodel_fix
merge from skull_trophy_fix
merge from august_art_bugfixes
Explosion files & research backup.
Update global_networked_bases/2021
merge from building_skins_3
brutalist skin roof colliders tweak
Fix stackoverflow from typo
Fix setting DrawCallCount to material count instead of submesh count
Refactor & fix writing IndirectArgs
Always add an initial pass when creating tool instance.
Pause water system too.
Added button to open screenshots folder in explorer.
Refactor & fix initialization / cleanup of arrays + compute buffers
Fix IndirectArgs not being rewritten after expanding the compute buffer
Support renderers that have more submeshes than materials
Remove redundant testing convars
merge from building_skins_3
updated roof conditionals models, gibs, colliders to fit whithin bounds of vanilla tiers
Test chaining screenshot capture.
Set timescale to 0 before starting so that the shots are all the same, and back to 1 after.
Fix exception when opening the map with a sleeping bag cluster
Remove some unused temp outline code
Fixed weapon placement effect not working for some weapons.
Placement effect for weapons using SkinnedMeshRender now also work correctly.
Setup Abyss items to work with weaponr acks.
pumpjack static prefab - fixed ladder volume being too short
added single collider for the fuel engine as the global metal mesh collider is removed
added some missing box colliders on bones and rotated some for a better fit
merge from august_art_bugfixes
merge from fish_gut_notification_fix
Skull trophies will now properly display the inserted skull even if it was created from the Items F1 menu and not the createskull command
Fixed case where entering a safe zone and equipping a weapon at the same time would sometimes result in a duplicate viewmodel appearing