115,478 Commits over 3,959 Days - 1.22cph!
parachute.bypassrepack now forces the parachute back into the parachute slot
Added metal briefcase models
Adjusted one dismount point that was never valid on static computer station
Updated colliders on the static computer station as well. For this static one I haven't added collision for the chair, since it requires moving the dismount points and the static computer station is used in quite a few places, often quite cramped. The computer station chair had no collision before today, allowing for the dismount points to be quite close to the table.
▇▉▊▇▅ ▅▌▆▋ ▍▌▆▆▉▅█▅▊▆▄█▅▅▅▍▊ - ▄█
▌▆▍▅▋ ▇█▋▊ ▉▄▉▉▄█▌▊▄▆▊▆▍▍▋▌▄
Fix parachute not playing animations for non-local players (including all players in demos)
Updated locker to 42 slots to fit new parachute slot
Updated locker behaviour to only allow backpacks in the new slot
Updated both deployable and camper versions
Fixed double-up collider names on workbenches (can cause trouble when finding bones)
Computer Station was already all convex colliders, but the entire thing was represented with a single box collider, so I've redone it with the level of detail that other deployables have. Chair and radio now have collision too. Dismount points needed to be moved out a bit to account for the chair.
Merge from airpatch_media
LBJ forest scene map files
Fixed TimedExplosive throwing a server error if it's missing an explosion effect (occurred when a flare times out)
Merge from parachute (fixes, sam site targeting)
Parent merge + codegen/manifest update
Fixed supply drops missing their parachute prefab, as that prefab is now the player parachute
Added the old parachute prefab back in, it's no longer an entity (see parachute_supplydrop.prefab)
Supply drops now just turn their parchute on and off with a flag
SAM sites can now target parachutes
Converted Concrete Barricade to all convex colliders.
Unpacked parachute no longer collides with vehicles (same layer/rules as dropped items)
Converted Sandbags to all convex colliders.
Converted Chippy Arcade Machine to all convex colliders.
Getting hit with grande launches no longer flings parachute up in the air
Parachutes will no longer respond to explosion forces
Converted Hobo Barrel to all convex colliders.
Fixed locker nre when swapping with a parachute equipped (lockers now ignore the parachute slot entirely, we'll probably change this behaviour in the future)
Converted Beach Parasol to all convex colliders.
▄▋▋██▌ ▇▊▅▇▉█▌▆▆▇ ▉▋▆▊█ ▅▌, ▆▇▌▆▉▉▄ ▅▊▄█ ▋▋▇ ▊▊▊ ▄▄█.
▄▆▅▇▇ ▍▅▄ ▄▄▇▆▍▌▉▅▊.
Converted Beach Chair to all convex colliders.
Fixed parachute not being able to be worn with a regular hazmat
Converted Spinner to all convex colliders.
Converted Secret Lab chair to all convex colliders. Fixed it having a collider double-up.
Increased texture resolution on the specular textures as well, from the original 32x32 to 1024x1024. There is detail in the alpha channel
Increased Patrol Helicopter texture resolution 16x from 512x512 to 2048x2048. Increased Patrol Heli rockets resolution a lesser amount, from 512 to 1024.
Small OldTV UV modifications to faciliate white noise effect.
TV prefab collider setup & lighting.
Change Submesh info from List to Array
Fix two separate GeometryBuffers created
Keep geometrybuffers in separate class
Fixes
Add `UnityIndirect.cginc`
Start getting code to support "multidraw" to reduce drawcalls
Store verticies and indicies in GraphicsBuffer and use `Graphics.RenderPrimitiveIndexedIndirect()`
Group & batch draw calls that have the same material + shadow mode via `DrawCallKey` struct