116,083 Commits over 3,959 Days - 1.22cph!
Show ping for each zone on the server list nexus modal
Add a header for the zone table so it's clear what the numbers are
Optimized textures
Mat polish
Set icons for the nexus join modal
Demo recording thread safety
Updated LODS for Pipe Wrench and Spanners
Renamed Spanner Textures to match naming convention
Changed LODing Method on specific Spanners
Fix rank creator textbox not being readonly when the player doesn't have permission to create ranks
Fill in the blank on the help message explaining the clan table
Moving more stuff to textures.split.split.bundle (test)
Inner/outer consistency stuff
Initial extra bloom
merge from industrial_grade_upgrade
merge from /main/nuclear_missile_silo/flyby
Fix ground check for weapon stand
Fix incorrect corner display of weapon placement ghost when not hovering a valid placement location.
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merge from community_ui_scaling_fix
Expose beltScrollSpeedMultiplier on mining quarry
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Fixed emoji rendering in read only input fields
Added emoji support for the clan announcement and member details text fields (no autocomplete or galleries but the raw text input is supported)
Add `force_lod_level` convar to force the culling system to only accept certain LOD levels (and bypass culling for them) to narrow down why certain LODs are disappearing "randomly"
Store LOD level of each mesh in `InstanceLODState`
Still debugging mesh culling randomly breaking
Merge from hackweek-chat-emoji
Added detailed colliders so that parachutes can be shot at
Show parachute health on HUD
Client compile fix
Move the first person camera closer to the actual model head bone position while freefalling with a parachute, fixes distorted legs view
If a player is dismounted from the parachute due to a collision in the first 1.5s of the deploy they will be hurt with fall damage (up to 80 damage)
Added extra collider to tugboat roof to prevent clipping through during sinking
Better animation transition if the player cuts their parachute while the deploy is in process
Parachute.bypassRepack convar bypasses the pickup duration
Added drag to the unpacked parachute so it falls a bit nicer
Fixed condition not getting applied properly
Scroll _DetailBlendMaskMapScroll and _DetailAlbedoMapScroll on belt
Secondaries for 25mm impact.
Merge from global_networked_bases -> aux2
Region out client analytics variables that are "assigned but never used" when compiling client
Move shadows to their own grids
Distance cull both meshes & shadows
Only frustum cull meshes
Merge from global_networked_bases -> aux2
Fix `test_instancing_culling` spawning prefabs outside of the map and overloading the "out of map" grid
Fix "outside of map" grid not having a gridId set and looking like grid #0
Refactor RendererJobData to store ShadowMode instead of "IsOnlyShadow"
Refactor culling system to completely ignore shadows
Change InstancedScheduler script update order to near the end
Count number of meshes & shadows separately
Add number of rendered meshes, shadows & draw calls for instancing to `perf 8`
Add average number of meshes & shadows drawn to client performance analytics
Add `print_instanced_grid {id}` and `print_instanced_grids` to print meshes per grid for debugging
Added LODs, colliders, and prefab setup to the screwdrivers
Add menu option for instanced rendering called "Building Distance" (it also handles cliffs but yea)
Clamp instanced rendering distance from 500 - 2500
Take lower of draw distance vs instanced render distance when culling
Run codegen to apply convar descriptions
Add description to all convars
Merge from global_networked_bases -> aux2