116,225 Commits over 3,987 Days - 1.21cph!
Convert landmine to rendererlod
Fixed bug in shadows w/ alpha cutout
Support importing MeshLOD into InstancedMeshFilter
Fix getting player auth token after steamworks SDK upgrade
Fix embrasure instanced rendering missing. add instanced rendering to large box
Use ComputeBuffer.BeginWrite() when in 2021, fallback to ComputeBuffer.SetData() in 2019 (mainly for the editor)
Update global_networked_bases/2021
Disable work shop skin applying since MeshRenderers are removed
Cleaned away the black haloing around the ripple fx texture atlas.
Scene backup & related mats.
Fix foundation floor not showing
Merged the valve mesh to oiljack_arm for animation
merge from experimental - RC
Implement removing mesh (again)
Update virtualMeshId when allocating larger section for a grid
Submit draw calls for instanced rendering in `OnPreCull()` and start the culling job at the end of `Update()`
More skeleton of texture atlas stuff
Add skeleton of `WorkshopSkinScheduler` and `TextureAtlasScheduler` that will let us use a skin draw call for all skins of a material
Various fixes
Explosives on Tugboat now work the same way as explosives on buildings. A timed explosive on a door doesn't do splash damage to the boat, and a timed explosive on the boat doesn't damage the door.
Feedback fixes for the old tv
consistent fbx mesh data name
set layer to world
added the missing collision
adjusted culling distance
added prefab variants on/off
better shadow proxy picks for static cars
Couple of non-weapon test item setups.
Increased random rotation.
Apply some slight random rotation when spawning items in take only mode.
Don't show placement ghosts in take only mode.
Basics of "take only" mode.
Ignore "Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported" log
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merge from mfm_errors, seems ok
merge from main with a ton of plastic errors?
Add global.showemojierrors for debugging
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Added useCollisionPositionInsteadOfTransform and minimumRigidbodyImpactWeight fields to PhysicsEffects component to better handle effect sfx on large entities like the tugboat
useCollisionPositionInsteadOfTransform should be enabled on large objects that could get hit from multiple angles while stationary (enabled on tugboat)
minimumRigidbodyImpactWeight allows us to prevent rigidbodies below a certain weight from triggering impact sfx, set to 5.5 on the tugboat to prevent dropped items from playing the boat impact sfx
Unsaved change from
84454
Hooked up Petur's tugboat damage FX. Disabled the Fire Lights for now until I have a way to turn them on and off properly.
Updated the UI tooltip for "occupied" sleeping bag to now include underwater as a possibility
Fixed a TugboatSounds NaN issue when scrubbing demos
Fixed projectiles getting stuck in endless loops when pausing and scrubbing demos
Fixed a PositionLerp NRe when scrubbing demos
Removed my tugboat concrete barriers, this has now been handled in a more official capacity.