115,453 Commits over 3,959 Days - 1.22cph!
Add shader to InstancedScheduler (2021 prefabs not compatible with 2019)
Copy meshes into the single geometry buffer via a shader to deal with meshes with Read/Write disabled
changes to anim input and transition speed
added freefall chute open left & right to player animator blendtree
Fixed some ticketed FX issues on the Oil Rigs.
S2P'd both.
deleted homing missile launcher world model rig fbx as it isnt needed
edited homing missile launcher entity prefab and override controller
Added dof_squeeze and dof_barrel convars to control anamorphic bokeh
Added anamorphic bokeh squeeze and barrel distortions
gingerbread building skin models/LODs Gibs and colliders
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manual merge from mirrors branch (2020), need to fix shader compile error before I can test prefabs
Fixed depth-of-field sampling leakin/haloing focused edges into a blurred background
added homing missile
lods, textures and materials
Don't serialize forceAcceptAmmo no attack heli turret
Only call SetScriptingDefineSymbols in BuildAssetBundles if current defines and target defines are different
merge from chinook_ground_fx_fix
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Potential fix for composter fertilizer NRE
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Moved parachute canopy visuals to client-side only GameObject
Move parachute world colliders to server side only GameObject
Fix start vertex of multidraw being incorrect
Some cleanup
Merge Main -> Experimental
Fixed tugboats not drifting if they had deployables or doors.
Tugboats now also check On state and don't drift if engine is on (though this was already very unlikely to ever happen).
Make steamID optional for clan score events
Nexus clan implementation updates for score events
Update FP.Nexus
Added an information panel to the inventory that displays whether a blueprint is already unlocked, can be unlocked or cannot be unlocked
Merge Main -> Experimental
If boats are blocked from drifting, boatdriftinfo convar will now tell us why
Show draw call count with multidraw in perf 7 properly
Move the temp manually assigning of computebuffers every frame above the loop that skips values
Fix mutlidraw count not being reset when new meshes are added
Ensure that non-multidraw instanced rendering still works to compare & see what is broken
Add all other mesh data to buffers & ensure they are assigned inside the shader: all uvs, normals, tangents, colors
Ensure all buffers are diposed
Merge Main -> Experimental
Attack heli: Fixed gunner interaction being possible from driver seat
Reduced attack heli turret upward gun movement range, due to barrel clipping for some weapons
Fixed parachute camera motion not getting applied to first person spectating