116,227 Commits over 3,987 Days - 1.21cph!
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Fixed dropped items falling through things. Only move to harvestable layer if the "dropped" item is stuck into something. Ignore if it's free rolling.
Merge from media_projects/2023_06
Added WearableNotify class for making changes to clothing based on player state
Currently supports WearableNotifyLifestate, allowing changes to player model based on lifestate (alive or dead)
Uses a similar event setup to EntityFlag toggles
Setup on diver suit to disable spinning tank wheels when player is killed
Increased Tugboat corpse time from 5 minutes (boat_corpse_seconds convar) to two hours. New convar: tugboat_corpse_seconds
Made the screens flicker and take a little while to come up completely when the engine starts up
Tugboat instrument panel emission now turns off when boat engine is off
Have the Tugboat cabin light be always on
Don't allow tugboat headlight while engine is off
Turn on tugboat headlight automatically when engine starts
Reduce from 6 to 2 frustum planes
Updated broken cine prefabs stomped from merges
Fix twig foundations not showing
Cull shadows at shadow distance
Make a separate monobehavior to call into InstancedEntityScheduler
- due to PreProcess is being called before the InstancedEntityScheduler was spawned
abyss helmet variation 3 lods, skinning, imported to prefab and setup, temp material. Also, skinning tweaks on viewodel
Fixed crazy interaction between thrown physics objects and tugboat. Move them to the Harvestable layer while parented to something - simply because that layer has no physics interactions but does allow player interaction.
Fix rotation of parented entities when changing skin (fixes another tugboat door reskin issue)
Updated tugboat prevent building areas to their final configuration
combat knife can now rapidly untie underwater crates
fixed underwater effects not appearing for local player if head is also underwater
Fix unity "startIndex" with DrawMeshInstancedIndirect() not working
Implement custom shader property "_InstancedIndexOffset" to fix it
Add `test_instanced_culling` command to spawn in 50k-200k random prefabs
Fix race condition in culling job by uncommenting original threadsafe increment
Add placeholder sorting of input data to see if sorting significantly speeds up culling job
Culling job now runs across multiple threads via job system
Disable ParallelForRestriction in culling job
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updated rig for diver ak, set up burst cloth (still disabled)
Updated burst cloth mats
Enable mipmaps for diver ak icon
Update FP.BurstCloth, tweak everything again
Minor emissive and material hue tweaks to better match the screens.
Tug-specific sonar sweep visuals to better match the other screen.
Added disabled damage prefab to the Tugboat (not code supported yet)
Added a functional dashboard headlight indicator light to the Tugboat, because cute.
Tug damage prefab with light/medium/severe states
Added LODs for the pumpjack
Slightly offset lower deck lamps to match the positon of the cables
Tugboat interior dressing
Remove redundant reflection probe renderer from wall prefabs
Do distance culling before frusum culling
Measure culling job execution time
Merge from media_projects/2023_06
vm diver torch - updated mask and optimisation settings
Underwater / water surface explosion effect improvements
Fixed underwater rain again.
old tv model setup
(needs lods)
Underwater explosion effects for C4, satchel charge, F1 grenade and beancan grenade
Bunch of small fixes
FINALLY rendering in the correct place again because I had to use a separate computebuffer for each DrawMeshInstancedindirect() call?
merge from NMS/Props for clarity