116,126 Commits over 3,959 Days - 1.22cph!
Fixed case where entering a safe zone and equipping a weapon at the same time would sometimes result in a duplicate viewmodel appearing
Added a little backpack icon to the current backpack item in the main inventory
Fixed not being able to move a backpack around in the inventory
Merge AttackHelicopterPreTurret -> Aux, fix compile error.
Don't save the parachute (we can't reconnect the player after reboot so don't go parachuting during a server restart)
Removed another accidental include
Merge AttackHelicopterPreTurret -> Attackhelicoper. Integrates the merge from Main + fixes.
Merge from hackweek-chat-emoji
Move FindAllServerEmoji to much later in the server boot process to prevent local folders getting created with invalid identifiers
Merge from global_networked_bases -> aux2
Trying to fix errors that appear in CLIENT mode but not CLIENT + SERVER on craggy
Merge from global_networked_bases -> aux2
Fix IndirectArgs ComputeBuffer not expanding because it is 5 uint each draw call
Merge AttackHelicopterPreTurret -> Aux2
Removed accidental Amazon include (decided to do this not directly on Aux2)
Removed accidental Amazon include
Slight camera motion improvement when equipping weapons, unequipping weapons still has a slight camera snap
Merge AttackHelicopterPreTurret -> Aux2
Merge from hackweek-chat-emoji
Merge from global_networked_bases -> aux2 (bbq loot panel)
Merge from main -> global_networked_bases
Merge from global_networked_bases -> aux2
Cherrypick
84979 (BeginWrite two new compute buffers)
Fix 2021 to use BeginWrite() & EndWrite() on the two new ComputeBuffers (IndirectArgs & InstanceOffsets)
Main cannon ground effect
Fix name conflict dll copy - where'd that come from, it was the right one
Turn assembly version validation
Update global_networked_bases/2021
Merge from global_networked_bases -> aux2
Add `use_command_buffers` command to toggle between Graphics.DrawMeshInstancedIndirect() and CommandBuffers
Can use convar at runtime to switch back and forfth
Added manually submitting draw calls back as CommandBuffers broke lighting & were slower after first iteration
New flaming ember/debris atlas, because that soft radial blob used everywhere has become pretty old.
Increased clearance on the overpass module entrance
Finally fixed the rendering so opaque geometry & shadows are kept in separate command buffers... although I would need to add the shadow commandbuffer to each light now
Missing girder in bucket_excavator_arm_end_COL
Missing quad sphere tank in collider
fixed large oilrig interior collider issues
Add ferry avoid triggers to oil rigs
Add ferry avoid trigger to cargo ship
add clan table to bandit/outpost
Give name to the the instanced CommandBuffer & CommandBuffers created by `CommandBufferSystem`
It now renders with the command buffer, just gotta figure out incorrect lighting, multiple meshes overlapping & lighting turning off every 1s