145,330 Commits over 4,413 Days - 1.37cph!
Add some notes about newly added .cginc files and why they are there.
cargo_map_marker_fix_2 -> main
industrial shelves;
- missed one, removing redundant material
Fix cargo crates appearing underneath cargo map marker when joining games with a cargo ship already roaming around
industrial shelves;
- Tweaked the colour mask texture to reduce the washed out look a bit
- Polish on colour lookup values, shelves now matches your shipping container colours accurately
- Removed redundant material files since its using lookup table instead
- Reassigned model to the single material
Clean up Instancing.cginc
Restore built-in instancing compatibility of Rust/Standard shader because it's also required for non-BRG procedural instancing
first large pass on shadow proxies and shadows disable across monument, apartment complex B and a bunch of props, road and floor prefabs
Tshirt proper import settings to fix seam on wrists
updated dart movement in 1p throw and added a temp 3p idle loop and trimmed the start animation clip
Adjusted tshirt mesh to avoid clipping with pants, and some other general cleanup
Adjusted the pickup volumes for bamboo and industrial single shelf.
This fixes not being able to pick up the shelf if you've deployed it too close to the TC.
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Fixed infinitely stacking bamboo and industrial half shelves on top of eachother
fixed apartment_b_concrete_mixed_slab
Add computer station reskinning
Now preserves all the saved cctv codes and wire stays connected to the sub io entity, snapping to the new handle position
Fix an NRE when trying to control drones on playground
merge from industrial_dlc
Rejigged rentable shops so that interior and exterior are their own prefabs. Removed colliders and entity scripts for props inside. Removed obsolete decal mesh from large apartment prefab.
Removed EffectRecycle Script from the enabled.prefab (was causing issues).
Fix miner's hat not showing up in the workshop editor
merge from PlayerRigUpdate2
apartment corridor update
edited crossbow bowless viewmodel prefab iron sight postion
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merge from autoturret_workshop - split off hidable cover mesh used for bows and updated entity flag toggle to hide/show the mesh instead of change material which fixes the workshop skinned auto turrets not applying material to cover mesh. Updated this in all instances of auto turret / sentry across monuments, ran scene2prefab all. Updated workshopsource auto turret model
Fix spectator mode being broken for vehicles that don't override position/rotation
Merge from batch_renderer_group
Only initialise BatchRendererGroup if using a render pipeline
merge from auto_turret_cover_fix including scene2prefabs
scene2prefab with auto turret fixes
Merge from Main/bowless_crossbow
merge from mfm (merge from main)
Industrial Storage - added missing physics material to horizontal variant
Merge from main
Manually resolve merge hell in SprayCan.cs
Merge: from jobs3_skip_preallocnetwrites
- Optim: Jobs 3 - move netwrite pooling to all threads
Tests: ran around craggy with Jobs 3
Optim: Jobs 3 - skip running PreallocNetWrites
On a busy server we can end up sending 1.5k entities in a frame, and it can cost us 0.7ms total on preallocation. With recent pool rewrite we should be able to allocate on demand.
Tests: On Craggy ran around/broke stuff/ziplined with Jobs 3
Full screen skinviewer layout/transition changes
Collision for large apartment
Adding new world model rig for m16
Merge from industrial_dlc
Reorder industrial shelf colours to match shipping container
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