125,642 Commits over 4,171 Days - 1.26cph!
Added "Apply Color to Alpha" toggle to "Particles/Pixel Lit Advanced" shader
Re-enable burst on culling jobs
Changed particle accum triplanar sampling from world to local space
Cherrypick launcher blockout
homing missile blockout
folder setup
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Allow admins to auto-hover as well (Paddy request)
Added heli auto-hover support in builds, developer only. Hold sprint and press Fire1 while mounted in heli (either seat).
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Set up the new attack heli turret model
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Fix RendererArray having initial capacity of 32k instead of 512 (typo) causing other arrays not to be resized alongside it
Fix DrawCallArray not resizing immediately after adding draw call
Fix IndirectArgs not scaling to 5x the size of the draw calls (for 5 uint each draw call)
Print info if a RendererLOD has null "States"
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Disable burst for all culling jobs
Added support for a mountable to equip an item of clothing on the player while mounted (see wearWhileMounted on BaseMountable)
Parachute lines now get updated all the time, not just after the deploy animation
Fixed abyss suit spinning wheels not being disabled when a parachute is equipped
Merge from hackweek-chat-emoji
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Possibly improved emoji's briefly showing a frame from another emoji while typing in an input field
Blit a black texture over the video RT when pulling it from the pool
Renamed beancan emoji to coffeecan
Fix clan chat emoji's not working
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Added instanced rendering inside the SceneView (only runs inside editor)
Added large panel collider for workcart_aboveground, removed extra railing colliders (panel will cover them well enough on its own)
Merge cell_pooling -> global_networked_bases
Return List<CellId> to pool when a partition removes the last cell in it's list
Merge cell_pooling -> global_networked_bases
Fix "RemovePackedCell" -> "RemoveCellWithSpace"
Re-convert building block prefabs after merge from main
Don't show sleeping clan members on the map
Added necessary backfaces to sheet metal roofs after the material was set to backface culling on, to prevent peeking
Converted deployable lockers from metallic to specular workflow
Tweaked static locker materials
Added warning instead of error when calling BeginWrite twice
Fixed typo and assigning IndirectArgs twice (instead of IndirectExtraArg)
workcart_aboveground.entity collider fix
- added additional colliders that were missing
- updated prefab
Reimplement BeginWrite / EndWrite & 2021 compile errors fixed
Update global_networked_bases/2021
Add null checks to tech tree UI for when the item's sprite is null
Steam auth NetworkIdentityFailure no longer reported as nondescript Invalid