116,016 Commits over 3,959 Days - 1.22cph!
Merge from global_networked_bases -> aux2
Disable burst for all culling jobs
Added support for a mountable to equip an item of clothing on the player while mounted (see wearWhileMounted on BaseMountable)
Parachute lines now get updated all the time, not just after the deploy animation
Fixed abyss suit spinning wheels not being disabled when a parachute is equipped
Merge from hackweek-chat-emoji
▆▌█▇▄▅ ▊▍ (▇▆ ▍▌▊▆ ▌█▋▄▇▌ ▍▍▄▄▅ ▉▍ ▄▊▆▌▌█ ▌▅▍)
Possibly improved emoji's briefly showing a frame from another emoji while typing in an input field
Blit a black texture over the video RT when pulling it from the pool
Renamed beancan emoji to coffeecan
Fix clan chat emoji's not working
▊▌▉▌▍▄▉ ██▋, ▋▇▌▊▍ ▅▋▋▅ ▄▄ ▆▌▉ █▄▌▋▋▉▆ ▍▊▊ ▊▊▋▇▊▉ ▍▅ ▋▉▊ ▅█▅▄ ▌▄▍▉▆▄▇▍ ▄█ ▍▅▋ ▊▌█▋▋▆▍
Added instanced rendering inside the SceneView (only runs inside editor)
Added large panel collider for workcart_aboveground, removed extra railing colliders (panel will cover them well enough on its own)
Merge cell_pooling -> global_networked_bases
Return List<CellId> to pool when a partition removes the last cell in it's list
Merge cell_pooling -> global_networked_bases
Fix "RemovePackedCell" -> "RemoveCellWithSpace"
Fix protobuf generated code
Merge from global_networked_bases -> aux2
Re-convert building block prefabs after merge from main
Don't show sleeping clan members on the map
Added necessary backfaces to sheet metal roofs after the material was set to backface culling on, to prevent peeking
Converted deployable lockers from metallic to specular workflow
Tweaked static locker materials
Added warning instead of error when calling BeginWrite twice
Fixed typo and assigning IndirectArgs twice (instead of IndirectExtraArg)
workcart_aboveground.entity collider fix
- added additional colliders that were missing
- updated prefab
Reimplement BeginWrite / EndWrite & 2021 compile errors fixed
Subtract
85263 (merge from global_networked_bases)
Update global_networked_bases/2021
Merge from global_networked_bases -> aux2
Add null checks to tech tree UI for when the item's sprite is null
Steam auth NetworkIdentityFailure no longer reported as nondescript Invalid
Converted all variants of light_fixtures_opacity materials from refraction shader to standard
This was done in an attempt to fix odd emissive behaviour when lights are turned off via switches
Move CellPartition to it's own cs file
Add pooling to cell allocator system
udpated laser detector mesh and scripts for proper rotation and guide mesh rotation
updated prefab accordingly.
Merge from main -> global_networked_bases
fixed gaps in RHIB
removed old LODs and included new LOD mesh (RHIB.fbx) to fix it
haven't touched any other element apart from the main body of the boat
updated prefab
Reverting bundle tests from last week
Fixed an invisible collider near the smoke stack on small oil rig
Fixed meshes randomly disappearing due to using draw call index instead of renderer index
reconfigured attack heli mechanism based on BillB's feedback
updated textures and materials
added new version to the prefab.entity and hid the previous version so bill can gut it
Added temp parachute backpack model
Detached backpack models from makeshift + nomad
Set up all hazmat prefabs to remove backpack models
▇▇█▌▊▅ █▇▉▄▉▊▇▉▋▅_▆▍▊█▉▉▇▄▍▍▋▄▆█ ▉▆▄▆▅▅ ▇▅ ▄▋ ▍▉▋▆ ▅▌ ▇▆▉█▉▊▌▌▌▌ ▍█▍▊██▄▄█▆_▉▅▇▉▋▄▍▌█▄ ▋▅▌▄▊██▋▍▌▇