116,075 Commits over 3,959 Days - 1.22cph!
Add `shadow_culling` convar to toggle culling of shadows for instanced rendering
Disable shadow culling by default
Fix meshes with skins registering a extra renderer
Add `instanced_memory_usage` command to print off size & memory usage of every array used for instanced rendering
Remove some redundant convars
Add `--instanced-rendering` convar to turn instanced rendering on (if we need it default disabled)
Setup Varying Pistol Ammo World Models to change depending on stack size
Renamed Pistol Ammo World Model Variations to match naming conventions
Setup Varying Rifle Ammo World Models to change depending on stack size
Renamed Rifle Ammo World Model Variations to match naming conventions
Merge lifestory fix to aux2
Check if deathInfo.attackerName is null (no idea why this appeared on aux2 but need to fix to keep testing)
Merge from global_networked_bases -> aux2
Enable GPU instancing on brick roof material
Run Initialize() when leaving server to cleanup all arrays
Cleanup code of all schedulers
Fixed Abyss Torch being lit when dropped.
Setup Varying Handmade Shell World Models to change depending on stack size
Renamed Handmade Shell World Model Variations to match naming conventions
Prototype Hatchet
Prototype Pickaxe
Setup Varying Shotgun World Models to change depending on stack size
Renamed Shotgun World Model Variations to match naming conventions
Added and Setup Spanner Props Prefab
merge from building_skins_3
merge from august_art_bugfixes
frontier skin models / gibs / colliders and texture atlases
Run protbuf gen (forgot to do it after merging racks to aux) to fix weapon racks.
Fixed thatched wall by roof side Z-fighting when placed side by side
softened side conditional colliders of brick roof to avoid block
Fix for rotation indicator display
Protection properties for unpacked parachute
Parachute is now saved and allows sleeper mounting for nexus shenanigans
Added overridePickupTime to entity pickup settings, parachute takes 12s to pick up
Fixed backpack notifies not working after
85060
Reworked parachute repacking process, instead of adding an "unpacked' parachute to the players inventory when landing the unpacked parachute now gets dropped in world space
Player can pick it up like any other item to repack it
Merge from global_networked_bases -> aux2
Try ComputeBuffer.SetData() instead of ComputeBuffer.BeginWrite() when expanding the compute buffer
Rework how we update the current backpack item since we don't send the main item container to other players
Use the player's save data to store a current backpack item id so it's always accessible to everyone
Merge TugboatJuly -> Main
Disable Water5 correction forces on tugboat - rule out ApplyCorrectionForces as the cause of the sinking reports
Added global.blockServerEmoji convar to allow clients to opt out of receiving server emoji
Merge from global_networked_bases -> aux2