116,126 Commits over 3,959 Days - 1.22cph!
Cannon impact explosion WIP
Muzzle iteration & naming consistency.
Updating macOS launcher for macOS Sonoma support
Default to development realm while testing in editor
Add nexus.serverListRealm convar for overriding the realm to show in the server browser
Update FP.Nexus to get the development realm
Submit DrawCalls via `CommandBuffer` instead of `Graphics.DrawMeshInstancedIndirect()`
Hook `MainCamera.OnPreCull()` via a `InstancedCameraComponent` instead of static Action
Change shaders to use a commandBuffer to get the start index of each drawcall instead of passing an index into each MaterialPropertyBlock
(not completely done, more of a stash)
Remove instanced rendering from furnace & planters as they require an extra color to be passed in
Some materials missed
Disable nexus.serverListEnabled by default in builds
merge from auguest_art_bugfixes
reverted lootpanel.bbq prefab to known good version - Global S2P broke this?
Set correct textures for LargeWideWeaponRack.mat
Merge from main -> global_networked_bases
Merge from global_networked_bases -> aux2
See if small tweak fixes "virtual mesh not found"
Enabling material instancing on a few electrical materials (not custom instancing)
Missed the other CS files for `print_prefabs` changes
Print number of prefabs added, removed & sort `print_prefabs` by number of prefabs missed
updated animator speed change parameter on the pumpjack static prefab to 0.4
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merge from august_art_bugfixes
Fixed a wild pooling/input field bug that was making the autocomplete emoji popup options sometimes insert the incorrect emoji when clicked
BaseMountable now calls ModifyCamera on it's VehicleParent (if it has one)
Better camera control on parachute, lock the players eye position to it's actual model eye position
Fixed gutting fish resulting in incorrect item pickup notices if the resulting items were placed in a stack
Introduce drag gradually over a second as the parachute is deployed for a more natural look
Refactor foot ik to have less huge blocks of copy and pasted code
Fix foot Ik caching a bad position if the foot IK raycast does't hit anything, leads to better responsiveness when landing
Merge AttackHelicopterPreTurret -> Aux2
Fix missile pos negative collider scale complaints
Adjust interruption rules on jump animation for better responsiveness when landing on the ground
A complex merge from Main -> AttackHelicopter with 56 reconciled conflicts
Merge from global_networked_bases -> aux2
Fix initializing & destroying instanced rendering system not working (at least in editor)
Added freefalling blend tree animation, normalize forward and right animation parameters when falling with a parachute equipped
Added an AnimatorLOD to the mining quarry
Add animatorSpeedChange quarry variable to control animator ramp up/down
Fixed missing animator and renderer connections
Cannon related FX & some more random stuff
Unused file cleanup.
Moved the exhaust to the real location, and adjusted the texture so that it doesn't look like a window.
Muzzle tweaks.
Firing effects WIP & related temp files.
pumpjack scrolling material update
played myself, there was one more tiny instance