115,483 Commits over 3,959 Days - 1.22cph!
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
made w_homingmissilelauncher rig
subtracking
86336 weapon_racks. Server error startup issues - IndexOutOfRangeException: Index was outside the bounds of the array.
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Cache SQLite prepared statements automatically so they don't need to be reparsed every time they run
Fixed bug handling samples closer to camera
large and small planters deploy volume tweak
Changed the fire exhaust on oilrig_small to v2.1 to be identical to large oil
Tweaked smoke stack emitters positions slightly
Added ItemModChildIO component to rack items so they redirect to light entities for power usage display info.
filled codelock backfaces
More entering network range checks
Potential ClientOnPlayerMounted NRE fix
Size, collision, sockets, deploy updates
Update placement collider and cell counts to match new art
updated large wide weapon rack to fit on a 1x1
Fixed light passthrough labels
Potential tool cupboard UI relayout, remove need to switch to tool category, add extra slot, allow spray can in tools
Converted T3 Workbench to all convex colliders.
Made some very temp placeholder changes to the unpacked parachute model
Reparent the parachute animator to spine2 while the player has a weapon equipped and is in the parachute, prevents the parachute canopy moving as the player aims
Converted T2 Workbench to all convex colliders. Metal components now also correctly respond as metal.
Converted T1 Workbench to all convex colliders.
Converted Table to all convex colliders. The two metal legs also now correctly respond as metal.
Converted Sofa to all convex colliders.
Apply damage to the player when the parachute is destroyed due to a collision based on the collision force
Regular landings with a full health parachute incur no damage, falling at maximum possible speed on a parachute with 1 health will incur 50 damage
Converted Shelves to all convex colliders.
Fixed extra collider on deployable chair
Converted Research Table to all convex colliders. Shooting the magnifying glass also produces glass particles now.
Converted locker to all convex colliders.