106,370 Commits over 3,806 Days - 1.16cph!
Update global_networked_bases/2021
More `#if UNITY_2021` checks
2021 server NavMeshAgent tests
Bunch of `#if UNITY_2021` conditional compilation to keep it working on 2019
Can deploy weapon racks and clan table on tugboat
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Merge from 2021 -> global_networked_bases
Merge from multidraw -> global_networked_bases/2021
Subtract
86589 (mark every building mesh as read/write enabled)
merge from default_bp_changes (UI / user feedback tweaks)
merge from dof-leaking-fix
merge from PvEAllowHurtNPCs
Building grade skin components added to blocks prefabs for gingerbread skin
Conditional prefabs linkage
current state of the scene
Gingerbread skin building blocks prefabs setup
Zeroed some models offets left
Potential fix for RelationshipManager.UpdateReputations performance issue
merge from tugboat_supplydrop_fix
server cull tag to stairs landing art in respective prefabs
gingerbread wall frame and floor frames models
Added a special tutorial only barrel variant that only drops scrap
Updated resource ping system to work with storage containers to highlight the barrels
Workbench misison
Add metal ore nodes to island
Fix demos not deleting instanced entities when changing keyframes
Mere Main -> Experimental
Cherrypick demo fix from global_networked_bases/2021/multidraw so they work in editor (and client?)
Set good values for buoyancy requiredSubmergedFraction for all boats. Helps with buoyancy system setting Sleep only when it should.
Fixed bandages not triggering the heal mission objective
Finish second part of bear kill mission
Kill missions can now mark their targets as pings
Merge from main -> global_networked_bases
Initialize & Dipose GeometryBuffer properly
Initialize instancing system when opening a demo (because you don't connect to server)
Add demo with fair amount of building blocks to test
Minor edit, moving order of things in boat method
Fixed several bugs with the tugboat shore drift collision check
Can specify normal rendering via GameSetup prefab in editor
Ensure ConstructionPlanner doesn't throw errors when instanced rendering is distanced via startup parameter
Fix material blocks still rebuilding every frame
Add some profiler samples
Enable shader keywords once per frame instead of once per draw call
Remove code that assigns material blocks every frame (good for testing, not for performance)
Only update material blocks when buffers have changed
Move from a ComputeBuffer for each type of vertex attribute to a single ComputeBuffer for all vertex data in a single struct
Move code that copies mesh to ComputeBuffer into GeometryBuffer.cs
Additional methods in GPUBuffer wrapper