115,513 Commits over 3,959 Days - 1.22cph!
Expose the slot in the inventory screen in a better, maybe less horrific UI layout
Only show the extra backpack slot if there is a backpack equipped or a backpack in the main inventory
Fixed rocketsSinceReload compile issue
Merge from airpatch_media
Re-fix AttackHelicopterRockets merge issues
Merge Main -> AirpatchMedia
Fixed hazmat suits, more cleanup
Apply unsaved controller change
Merge Attack Helicopter -> Main
Merge from airpatch_media
WIP potential refactor for parachutes to go into a new, 8th clothing slot rather than living in the main inventory
Mostly works as is, still need to solve some wearable layering conflicts
Expose ability to get every virtual mesh that is visible for an entity
Added Float4x4Ex to get position and rotation from a matrix easily
Fix highlighting building blocks when looking at them with a hammer
Fixed Plastic's YOLO merge of AttackHelicopterRockets
Fixed parachute backpack getting duplicated while deployed
Fixed parachute rig getting stripped when set up in a wearable
Parachute vehicle now has access to a ParachuteController component that can handle the animator
Added forward and right parameters to parachute animator
Fixed parachute not properly disengaging when the player hits water
Merge from airpatch_media
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Merge Main -> Experimental
rigged parachute, deploy anim, animator setup, added to backpack deployed prefab
Merge Cathode-Tweaks -> Main
Improvements to launcher barrel FX.
Merge from global_networked_bases -> main
Added computebuffer_setdata_immediate convar (does what the name says), defaults to true on OSX since SetData seems to have a ton of memory overhead in Unity's OSX implementation
Enabled instanced rendering on OSX by default again
Fix recycled cells not rewriting their header causing them to become creater than 32 elements, overwriting other cells and breaking stuff
Log error if the cell ever goes above 32 elements again
Added a very brief rocket projectile ignition delay, to stop your face melting right off.
Change `RenderSlices.Length` to `RendererCount` in the PreCull job
attack prefab polish
added screen bounce to launcher attack
Rocket launcher attack fx revamp
Merge from global_networked_bases -> main
Fix "ghost blocks" appearing due to PreCulling job not reseting slice when a mesh count goes down to 0
Fixed errors on materials w/o refraction
GPUBuffer data preservation / copy when expanding is now optional
Fixed FreeNativeMemory before AllocateNativeMemory in a few subclasses
Fixed a few == vs <= "better safe than sorry" cases
PreCullJob now runs after LateUpdate instead of after Update so changes in LateUpdate doesn't mess things up
Fixed DrawCallManager.AddDrawCall not immediately updating if it was resized
Disabled by default on OSX standalone until we sort out the memory leak
Fixed some issues with --normal-rendering
Fix errors that kick the player not including the serverAddress to sentry
Include loglevel of error so we can see what errors kick people
Fix "list prefabs" editor button erroring
Disable instancing on ladder
Merge from /main/water5-black-flicker-fix
Merge from /main/shader-fix-2 (6P lit particles, edit-mode lighting, smoke & censor fixes)
Reverted some debug changes
Fixed global intensity not fading properly
Added downscale property for temporal RT
Defaults downscales now = 1
Merge from airpatch_media
Merge Main -> Experimental
Fix missing code from previous commit
Another fix for the boat drift system
General improvement to boat drift-to-shore. Added InvokeRandomizedFixedTime