115,361 Commits over 3,959 Days - 1.21cph!
Added a range overload to the deleteEntitiesByShortname convar, eg. "debug.deleteEntitiesByShortname woodbox_deployed 50"
Not passing a number will delete all on the server
Resaved locker lootpanel to fix two missing panels
Don't include Vehicle_Large by default in the StaticSolid layer mask. It's solid but not static.
Reduce input lerp speed (10->4)
Adjusted animation input scale to 0.75,0.5
Keep the backpack inventory slot always visible
Option to have hitting HAB armour with hammer repair the main HAB. But it's a bit confusing with the armour health bar showing, so branching this.
Realised HAB collision issues are a bit different than I thought. Fixed layers etc.
Converted HAB armour to use all convex colliders, so that satchel charges/C4 will stick
Added icon for HAB armour item
Converted StandingWeaponRack to use all convex colliders
Fixed weapon rack collider being on Default instead of Deployed layer
Final prefab & related files
Switched clan table to all convex colliders (will work correctly on Tugboat), and materials are all correct (metal part is now metal)
Updated clan table base prefab
Clan Table - fixed not all colliders being on Deployed layer
Add a method to BasePlayer to add score events to their clan
Update clan UI to show total score and score event log
Cache the player's IClan instance on the server to make doing clan things easier
twitchdrops render scene sheet metal double door setup
Fix junkpile_i being invisible by cancelling instancing sooner when it is disabled via config
Don't global network parented entities (to fix tugboats)
Disable instancing on ice throne chair
Fixed LegacyNavigation serialization issue
Zero the entire `VertexData` struct instead of only color when copying the mesh on the GPU
Reimplement `#if UNITY_2021` after implementing GPU copy of meshes
Cherrypick
86650,
86651,86655 from global_networked_bases/2021 (compile fixes & GPU copy mesh for multidraw)
Merge gpu_copy_mesh -> global_networked_bases/2021
Copy mesh geometry to multidraw compute buffers via the GPU (avoids requirement of setting every mesh read/write enabled)
Fix compile errors in 2021
Update global_networked_bases/2021
More `#if UNITY_2021` checks
2021 server NavMeshAgent tests
Bunch of `#if UNITY_2021` conditional compilation to keep it working on 2019
Can deploy weapon racks and clan table on tugboat
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Merge from 2021 -> global_networked_bases