106,610 Commits over 3,836 Days - 1.16cph!
Subtract
82913, was going to be a problematic merge with SleepingBagButton changes on main
Added `indirect_rendering` and `instanced_rendering` convars to toggle new rendering modes
InstancedRenderScheduler added to scene as singletoncomponent
Create renderers on startup
Now renders stuff and somewhat works
Fixed cluster respawn markers not correctly showing occupied states while the player is alive
Fixed respawn buttons still sending a request to respawn on click even if they were clicked while the player is alive (it was ignored on the server, but no need to send the traffic)
Exposed Movement Damp Multiplier on the player model prefab, lower = more snappy
Only applies when the player isn't underwater, we have separate damping for that case
Bear animation controller changes, new transitions from idle clips to breathe, remove exit time from walk and breathe anims
Merge ragdoll extras back to main RagdollRewrite2. Fixed server->client sync not working.
Turn off all exterior lights during daytime.
Fixed the close flare on the new ceiling light fixture
Final playthrough polish on lighting prefab.
Always run the ragdoll PreProcess (not just on client). Make the lists that the PreProcess sets up [ReadOnly], so it's clear that they don't need to be set manually.
unpacked model prefabs in SC skin prefabs (applying prefab overrides)
fixed see through aspect on metal concave roofs
merge creation_gibs to main
network++
block upgrading while animation is playing
NRE checks
play old upgrade sound when creation gibs are disabled
perf fix
Setup LODS correctly on waterpistol.
Added missing rack configs for waterguns, snowball gun, others.
more accurate SC roof top line collider
LOD1 tweak
setting up new bear anims in unity 'bear anim updates' branch.
armored window bars collider rework
SC skin wall.window touch up
exported some bear anims to test on the 'bear anim updates' branch
merge from ping_improvements
Fixed sheet metal floor gibs r/w errors when destoryed
Changed Ashtray and Cigarette Layer from Default to World
updated bear controller, removed sfx from idle 1
merge from building_skins_3
exported bear idles 1-6 and added to bear anim controller
fixed vehicles being able to clip through SC foundation - this was due to vehicles not calculating conditional meshes colliders
merge from selected_skin_fix