241,434 Commits over 3,867 Days - 2.60cph!
Updated tugboat prevent building areas to their final configuration
Potential crash fix to do with rendering static props
Apply lame fix for weird static prop crashing
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Restore static prop lightmaps
JumpList icons
https://files.facepunch.com/alexguthrie/1b2811b1/JumpList_Icons.png
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
disable static prop lightmaps for now
Better JumpList API, add multiple & set categories, show projects in there
Potential crash fix to do with rendering static props
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updated rig for diver ak, set up burst cloth (still disabled)
AnimGraph: Add bouncy spring mode to input damping using RK4
Updated burst cloth mats
Enable mipmaps for diver ak icon
Fix CodeApi NRE
Fix user page NRE
Show invite stats for admins
Fix stupid typo, GetShadowIndexForBakedLight compiles fine on vulkan now
Update FP.BurstCloth, tweak everything again
Adjust sibling length constraints
Add length constraint code back
added stone_trim_hs
to accompany building01/02_stone_trim assets
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
banished damage upgrade, reroll powerup
standardize player healing/damage
fix move drain hp upgrade
heal bullet dmg upgrade
Inject settings page to spawn menu on activate
Early out for BiasedSdf3D.SampleRangeAsync
Basic blob tool settings page
Added LODs for the pumpjack
Use ProjectRow instead of custom LaunchpadProject, move some stuff in there
Use Global.BackendTitle and BackendUrl for asset.party link
Remove borders from ProjectRow and SidebarButton
Experimental JumpList support
Slightly offset lower deck lamps to match the positon of the cables
Tugboat interior dressing
Rewrite movement handling again
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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
Fix base.fgd
Merge branch 'main' into prerelease
Underwater / water surface explosion effect improvements
Fixed underwater rain again.
old tv model setup
(needs lods)