130,600 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Increase network grid area from 8192 -> 
16384 so it covers from -8k to +8k
- increase cell count to 512 so network grids remain 32m
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deep sea is located from -8000 -> -4000 on the map
- add 4k area to xAxis of ValidBounds (-4000 -> 4000) into (-8000 -> 4000)
- add 4k area to xAxis of physics bounds (-5000 -> 5000) into (-9000 -> 5000)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Create deep sea manager entity
- spawn as an important entity
- create center of map so we don't have to worry about bounds
Create basic deep sea prefab that contains box colliders around the ocean
- entity will spawn the "deep sea" prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refactor server restart message phrases
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Code gen compile fix following main rebase
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Updated ceiling light deploy guide to include its wire, enabled rotation before placement
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked chandelier box trace so it can't go too close to the surface below
Tweaked deploy volume
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed string light control box LODs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated string lights descriptions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Restored fairy light emissive
 
                
                
                
                
                
             
         
        
            
            
            
                
                Chandelier deploy guide and icon
Fixed pooling issue
 
                
                
                
                
                
             
         
        
            
            
            
                
                Chandelier cable is swapped to a non cutout mat when >5m away
 
                
                
                
                
                
             
         
        
            
            
            
                
                Chandelier blocked toast says what entity is blocking, when it can
Added a prevent building collider to the cable
Additional server checks
 
                
                
                
                
                
             
         
        
            
            
            
                
                🎉 Successfully generating accepted protobufs in editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Generate into the data plugin folder as normal
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add into codegen
Seperate generation code into its old assembly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added support for Deferred Decal rendering in the new render pipeline
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from cctv_helper_convars --> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Codegen after merge conflicts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Chandelier interpolation, chains and pedal animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▄▄▊▍▊▉▋▋ ▇▅██▉█▄ ▇▆▍/▋▊▋▇▆ ▅▇▊▋▋▊▉▇▋ ▇▅ ▍▍▆█▆▇▄ ▅▆▄▇▇▍▆█▅ ▊▄█▊ ▆▊▋█▊▄▋▄
 
                
                
                
                
                
             
         
        
            
            
            
                
                █▅▉▆▆▍█▅ ▍▄ ▅▄▉▌▍█▄ ▄▊█▇▊▋▅ ▄▋▆▌▋▅▅ ▍▅▄ ▌▌▋█▊ ▊▋▇▉▊
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▍▌▌▄▌▄▍▊ ▌▊█▆▌▇▆/▌▊█▊▄▆▇▊ ▋▍▄▇▆▉▇
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from fix_light_dynamic_lods --> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from minicopter_damagefx --> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Shader changes for indirect instancing (changes which are likely not required)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Shader changes for indirect instancing (supported shaders)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Shader changes for indirect instancing (include files)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Another NRE that could've snuck in
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove old unused LOD fading variant
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean up instancing shader code and remove old instancing code
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                small ramp blockout and test anims exported
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge material changes for indirect instancing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge indirect instancing tools (standalone edition)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix material changes never being actually applied
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▍▉▇▋▉ ▆▋▅▋█▄▋ ▊▇ ▋▆▅▍▍ ▇▌▆▇▄█▍ ▌▋ ▊▆▉▅▋. █ ▌▋▆▊▆▌▌▅▊▋▄ ▋▄▌▊▇▆ ▍▇▋█ ▊▅ ▇▆▉ ▇▍▉█▌▍▄▆▉, ▄▄█ ▋▄▉ ▋▊ ▊▍▊▍ ▄▅ ▆▍▊ ▋▄▍▅▉▌█▊▉▌ ▉▅▌ ▅▋▌▇▊ ▆▌▆▆▅▋.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Can now generate protobufs inside Unity rather than inside a seperate .exe externally.
Befefits:
Platform agnostic, no need for .BAT files
Can run through our existing Codegen system
No need for external or duplicate definitions of classes
In the future can make in engine viewers/editors