125,603 Commits over 4,171 Days - 1.25cph!
Remove instanced rendering from sleeping bag
Added `OnKilled()` hook to BaseNetworkable so it broadcasts deleted building blocks outside of network range & doesn't send them when you reconnect
Merge from rocket_trails. Cheaper & better rocket projectile vfx, so that attack heli rocket spam won't drown performance.
cutout spiderweb shapes, added to prefab
Remaining rockets updated to external FX prefab.
Fixed offset on HV/Incen projectile models.
rocket_basic projectile updated
Merge from global_networked_bases -> main
Change `LogError` to `LogWarning` when calling Initialize twice
Remove `StripEmptyChildren` component from doors: was causing NRE when trying to attach codelock / keylock
Change shadow material from `watersplash-1` to `shadows`
Merge from global_networked_bases -> main
Some ints not reset when disconnecting from server
Missed clearing recycledCells list
Fixed some Dictionarys not cleared when disconnecting
Ensure initialization and destroy are called only once (to avoid nativearray dispose errors)
Fix `print_global_entities` not actually printing the output
Rocket projectile lights set to LightEx instead of Shuriken, because cheaper in this case.
Fix error / crash when reconnecting to server
Merge from /main/shader-fix-2
Moved smokes_exgaustfumes render queue to after water to ensure it doesn't get overwritten
Moved censorship up the transparent render queue to avoid interacting with smoke grenade
Fixed players showing over monument smokestack and smoke overwritten by atmospheric scattering
Cathode: replaced widthRes/heightRes with downscale parameter
Test changes to pivots. Reuse a single pivot instead of creating multiple.
Merge from global_networked_bases (this contains a Network++)
Native collection allocation / free fixes (we were not cleaning things up correctly when leaving and re-joining a server)
WeaponRackGhost cleanup, including converting to static class.
Bathtub prop / textures/ LODs / COL / prefabs
Fixed issues with construction guides not preserving shadowCastingMode, receiveShadows and lightProbeUsage from their source (causing shadow proxies to render as duplicate guide meshes)
Removing unused / commented out code (InstancedEntityScheduler in DoGameSetup)
Fixed BuildingBlock.currentGrade early exit when null
Renmoving unused code (InstancedMeshTracker)
Merge from main/Attack Helicopter
New screen shake component - AnimatedScreenShake
Takes an AnimationClip, caches the rotation curve values at edit time and then replays the animation at runtime via the ScreenShake system
Not quite working yet
Fixed parachute not disengaging if it hits the ocean
Fix first person camera calculating wrong rotation when the player flies through a parent volume
Parachutes can no longer be parented