115,528 Commits over 3,959 Days - 1.22cph!
Merge from quarry_desployable_refresh
Mining quarries monuments S2P
Merge from global_networked_bases
Removing unused MeshAllocator instance in VirtualMeshScheduler
Use the correct CellAllocator instance when computebuffer_setdata_immediate is false
Merge from airpatch_media
Merge from airpatch_media
Expose the slot in the inventory screen in a better, maybe less horrific UI layout
Only show the extra backpack slot if there is a backpack equipped or a backpack in the main inventory
Fixed rocketsSinceReload compile issue
Merge from airpatch_media
Re-fix AttackHelicopterRockets merge issues
Merge Main -> AirpatchMedia
Fixed hazmat suits, more cleanup
Apply unsaved controller change
Merge Attack Helicopter -> Main
Merge from airpatch_media
WIP potential refactor for parachutes to go into a new, 8th clothing slot rather than living in the main inventory
Mostly works as is, still need to solve some wearable layering conflicts
Expose ability to get every virtual mesh that is visible for an entity
Added Float4x4Ex to get position and rotation from a matrix easily
Fix highlighting building blocks when looking at them with a hammer
Fixed Plastic's YOLO merge of AttackHelicopterRockets
Fixed parachute backpack getting duplicated while deployed
Fixed parachute rig getting stripped when set up in a wearable
Parachute vehicle now has access to a ParachuteController component that can handle the animator
Added forward and right parameters to parachute animator
Fixed parachute not properly disengaging when the player hits water
Merge from airpatch_media
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Merge Main -> Experimental
rigged parachute, deploy anim, animator setup, added to backpack deployed prefab
Merge Cathode-Tweaks -> Main
Improvements to launcher barrel FX.
Merge from global_networked_bases -> main
Added computebuffer_setdata_immediate convar (does what the name says), defaults to true on OSX since SetData seems to have a ton of memory overhead in Unity's OSX implementation
Enabled instanced rendering on OSX by default again
Fix recycled cells not rewriting their header causing them to become creater than 32 elements, overwriting other cells and breaking stuff
Log error if the cell ever goes above 32 elements again
Added a very brief rocket projectile ignition delay, to stop your face melting right off.
Change `RenderSlices.Length` to `RendererCount` in the PreCull job
attack prefab polish
added screen bounce to launcher attack
Rocket launcher attack fx revamp
Merge from global_networked_bases -> main
Fix "ghost blocks" appearing due to PreCulling job not reseting slice when a mesh count goes down to 0
Fixed errors on materials w/o refraction