200,680 Commits over 4,171 Days - 2.00cph!

2 Years Ago
Merge AttackHelicopterPreTurret -> Aux2
2 Years Ago
Merge from main
2 Years Ago
Merge from hackweek-chat-emoji
2 Years Ago
Merge from global_networked_bases -> aux2 (bbq loot panel)
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
Merge from main
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Cherrypick 84979 (BeginWrite two new compute buffers)
2 Years Ago
Fix 2021 to use BeginWrite() & EndWrite() on the two new ComputeBuffers (IndirectArgs & InstanceOffsets)
2 Years Ago
Merge from nexus
2 Years Ago
Main cannon ground effect
2 Years Ago
Fix name conflict dll copy - where'd that come from, it was the right one Turn assembly version validation
2 Years Ago
Update global_networked_bases/2021
2 Years Ago
Remove util.IsPointInBox as Vector:WithinAABox exists
2 Years Ago
Fix trigger_hurt forgiveness not resetting damage correctly language.GetPhrase changes * Increase limit to 4000 bytes, from 1000 * If limit is hit, truncate the string, instead of outputting an empty string Make language.Add type-error on invalid input instead of silently fail Added more intersection functions * util.IntersectRayWithSphere * util.IsSphereIntersectingSphere * util.IsBoxIntersectingSphere * util.IsPointInBox * util.IsPointInCone * util.IsSphereIntersectingCone * util.IsOBBIntersectingOBB - last argument is now optional
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
#SERVER compile fixes
2 Years Ago
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
2 Years Ago
New flaming ember/debris atlas, because that soft radial blob used everywhere has become pretty old.
2 Years Ago
Increased clearance on the overpass module entrance
2 Years Ago
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
2 Years Ago
Missing girder in bucket_excavator_arm_end_COL
2 Years Ago
Missing quad sphere tank in collider
2 Years Ago
merge from main
2 Years Ago
oilrig S2P
2 Years Ago
fixed large oilrig interior collider issues
2 Years Ago
Merge from nexus
2 Years Ago
Network++
2 Years Ago
Add ferry avoid triggers to oil rigs
2 Years Ago
Add ferry avoid trigger to cargo ship
2 Years Ago
add clan table to bandit/outpost
2 Years Ago
Merge from main
2 Years Ago
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
2 Years Ago
Cannon impact explosion WIP Muzzle iteration & naming consistency.
2 Years Ago
Merge from main
2 Years Ago
Updating macOS launcher for macOS Sonoma support
2 Years Ago
Default to development realm while testing in editor Add nexus.serverListRealm convar for overriding the realm to show in the server browser Update FP.Nexus to get the development realm
2 Years Ago
Submit DrawCalls via `CommandBuffer` instead of `Graphics.DrawMeshInstancedIndirect()` Hook `MainCamera.OnPreCull()` via a `InstancedCameraComponent` instead of static Action Change shaders to use a commandBuffer to get the start index of each drawcall instead of passing an index into each MaterialPropertyBlock (not completely done, more of a stash)
2 Years Ago
Remove instanced rendering from furnace & planters as they require an extra color to be passed in Some materials missed
2 Years Ago
Disable nexus.serverListEnabled by default in builds
2 Years Ago
merge from main
2 Years Ago
merge from auguest_art_bugfixes
2 Years Ago
reverted lootpanel.bbq prefab to known good version - Global S2P broke this?
2 Years Ago
merge from weapon_racks
2 Years Ago
Set correct textures for LargeWideWeaponRack.mat
2 Years Ago
merge from weapon_racks
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
See if small tweak fixes "virtual mesh not found"