116,438 Commits over 3,987 Days - 1.22cph!
tweaked rope ladder type 1 to blend from a capsule trigger into a box up top so we don't catch players into it when walking overhangs
fixed warehouse doors culling too soon
static rope ladders set - models and prefabs
Hazmat suit skeleton prefabs + variants + menu lists
Fixed ragdoll incorrect orientation on death on server. Use eye.bodyRotation for the ragdoll spawn instead of transform.rotation.
'No sunlight' and 'underwater lab' environment volume prefabs
Setup placement guide meshses
Forgot to assign skin when sending global entity to client
Use transform.position when updating train position, instead of rigidbody.position or rigidbody.MovePosition. I discovered only transform.position correctly moves parented rigidbodies (like ragdolls) along with the train as if they're in local space. THIS FIXES RAGDOLLS FLYING OFF.
Merge Main -> PhysicsLayerRevamp
My collider changes messed with the scrap heli inertia tensor. Manually set it to the old, known-good values.
Further cleanup of scrap heli
Forgot to save the latest prefab
Rebuilt the collision setup for the scrap heli, using all convex colliders. This allows ragdolls and items to collide with all parts of the mesh. Made a few new convex mesh colliders to help build it.
Fixed normal renderers not actually being disabled (broke after moving disabling to PreProcess)
Added 2 revisions to the gun racks.
Large Horizontal and Large Tall
- still need to tweak the textures ever so slightly
- updated corresponding deployables for testing
Add ability to disable instanced rendering for a prefab via InstancedMeshFilter
Exterior lighting & exhaust WIP
Renamed InstancedRenderComponent to InstancedMeshFilter
Material & prefab changes after enabling GPU instancing / using InstancedMeshFilter
v_ & w_ diver assault rifle fbx file updates
world model now has reduced lod chain, starting from the original LOD2 which is now acting as LOD0
Tweaks to make the chain look less floaty
Add support for rotation constraints to FP.BurstCloth
merge from shader-improvements/merge/aux2merge/ merge hell
Throw error instead of auto enabling GPU instancing (incase they don't spawn prefab while in editor and miss it)
Multiple materials will work with indirect rendering too
Don't global network doors by default
Send global network when entity is first spawned
Automatically enable GPU instancing on materials when used with instanced rendering
merge from weapon_switching
Fix instanced rendering to work with multiple materials
merge from main -> global_networked_bases
Tweaks to weapon switching. Can now be enabled/disabled and also have a chance to be enabled.
Updated prefabs to enable it with a 40% chance for now.
Added and Setup Vintage Alarm Clock Prefab
Fix compile error by changing #IF UNITY_EDITOR to a convar `UploadAnalytics`