112,157 Commits over 3,928 Days - 1.19cph!
Fixed issues with rigidbodies. Increased target throttle
Added function to print material property blocks
Also tracks registered shader uniforms (as MPBs don't tell you what's in them)
Fixed TreeLOD so that continually setting shader values now works (didn't due to changing 'CurrentDistance' value)
Imported Small Rubbish Skip Prop
Added Textures and Materials for Small Rubbish Skip
Setup Small Rubbish Skip Prefabs, LODS and Colliders
Fixed vendor recreating itself
Merged main into electricity_power_fixes/2/doorcontroller
Door controllers now pulseable like before by buttons or pressure pads to quickly open/close a door
added pickaxe to ref models and to scene
Fixed door controller not deployable on shelter doors
Split CutoffSlope into CutoffSlopeInitial and CutoffSlopeRepeat
split up smg to material id parts
Further code tidying
Improved wind directional response
merge from fix_eventrecord_pooling_error
merge from harbor_crane_flyhack_fix
merge from labs_crash_fix
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set up materials on junkernaught ar
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merge from HeadwrapStoreFix
merge from junkpile_collision_fix
merge from HelicopterPhysicsFix
tickrate_cl and tickrate_sv are now replicated convars
Enforcing sane min and max values for tickrate_cl and tickrate_sv
Increased default client tick rate from 20 to 32
Use RaycastCommands for LaserBeams as well, turns cost of laser beam updates from 0.2ms to 0.1ms in outpost
Thicket car flatbed base colliders
Experiment: Use discrete collision on dropped items. Tends to work well apart from the teleporting through things...
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Applied first iteration of attack
First pass on moving the sound occlusion system into jobs now that we're on an updated version of unity
Keeps the frequency the same but moves all raycasts into RaycastCommands with a max of 10 hits
Can be toggled on and off at runtime via SoundOcclusion.useThreadedCommands convar
Fixed door controller IO UI overlapping doors interaction UI
Restore accidentally removed include