115,503 Commits over 3,959 Days - 1.22cph!
SAM sites can now target parachutes
Converted Concrete Barricade to all convex colliders.
Unpacked parachute no longer collides with vehicles (same layer/rules as dropped items)
Converted Sandbags to all convex colliders.
Converted Chippy Arcade Machine to all convex colliders.
Getting hit with grande launches no longer flings parachute up in the air
Parachutes will no longer respond to explosion forces
Converted Hobo Barrel to all convex colliders.
Fixed locker nre when swapping with a parachute equipped (lockers now ignore the parachute slot entirely, we'll probably change this behaviour in the future)
Converted Beach Parasol to all convex colliders.
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Converted Beach Chair to all convex colliders.
Fixed parachute not being able to be worn with a regular hazmat
Converted Spinner to all convex colliders.
Converted Secret Lab chair to all convex colliders. Fixed it having a collider double-up.
Increased texture resolution on the specular textures as well, from the original 32x32 to 1024x1024. There is detail in the alpha channel
Increased Patrol Helicopter texture resolution 16x from 512x512 to 2048x2048. Increased Patrol Heli rockets resolution a lesser amount, from 512 to 1024.
Small OldTV UV modifications to faciliate white noise effect.
TV prefab collider setup & lighting.
Change Submesh info from List to Array
Fix two separate GeometryBuffers created
Keep geometrybuffers in separate class
Fixes
Add `UnityIndirect.cginc`
Start getting code to support "multidraw" to reduce drawcalls
Store verticies and indicies in GraphicsBuffer and use `Graphics.RenderPrimitiveIndexedIndirect()`
Group & batch draw calls that have the same material + shadow mode via `DrawCallKey` struct
made w_homingmissilelauncher rig
subtracking
86336 weapon_racks. Server error startup issues - IndexOutOfRangeException: Index was outside the bounds of the array.
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Cache SQLite prepared statements automatically so they don't need to be reparsed every time they run
Fixed bug handling samples closer to camera
large and small planters deploy volume tweak
Changed the fire exhaust on oilrig_small to v2.1 to be identical to large oil
Tweaked smoke stack emitters positions slightly
Added ItemModChildIO component to rack items so they redirect to light entities for power usage display info.
filled codelock backfaces
More entering network range checks
Potential ClientOnPlayerMounted NRE fix
Size, collision, sockets, deploy updates
Update placement collider and cell counts to match new art