106,595 Commits over 3,836 Days - 1.16cph!
merge from weapon_switching
Fix instanced rendering to work with multiple materials
merge from main -> global_networked_bases
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`
cherrypicking water5_final merge from Aux2-old
merge from ferry_terminal
Merge from main/shader-improvements/merge
Fixed post-merge shader errors
merge from research_bench_nre
merge from analytics_held_items
merge from ferry_terminal
Removed unused high res media textures
Add `InstancedRenderComponent` to manually configure renderers used for instanced rendering
Keep automatic conversion for building blocks
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A corpse init order that works for both client and server-side ragdolls, but this is very weird and needs investigating further
WakeDisturbance iteration
Merge from ferry_terminal
Rhib polish pass.
Fixed water disturbance mask being all whack and massive.
More boat conversions & FX simplifications.
Minor edit, don't need to use euler here
Don't call SetupRigidBody if the corpse is the rigidbody
PlayerBonePositionData now supports loading bone position data from any specific point in any animation. Updated current data.
Send simple network updates when flags, building grade or conditional models (modelstate) changes
Add `global building block` field to baseEntity to manually mark entities for cut down global networking
Set high walls & barricades as global
initial vm diver ak setup
Unfucking ifdef mess (by making it even messier)