130,596 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Store server protocol in the nexus so the client doesn't need to guess it when connecting/transferring
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Convert DeployGuide to Graphics.DrawMesh() only to find out it's only used for codelocks
Start converting ConstructionPlaceholder over instead
Getting ready to convert all InstancedMeshFilter to be applied to every MeshRenderer instead of "one InstancedMeshFilter per prefab"
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▊▄▄▄▌▋ █▍▇▍ ▄▌▆▋▅▉█, ▋▍▅█ ▍▌▅▇.▌▊▊▅███▌▄▊ ▇▌ ▊▇▊▌▌ ▊▄▉▅▇▉▋
 
                
                
                
                
                
             
         
        
            
            
            
                
                Standardize "single method" to ingest all types renderers into instanced rendering configs: RendererLOD, MeshLOD and plan MeshRenderers
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from deep_sea_hotfixes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                disabled shadow proxies on static cars
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▇▍▆▄█▉▅ ▍▊▋▋ ▍▊▉▇▌▉▄▉▋▊ █▉▆▄▌▉ ▄▇▅ ▆▋▆▋▋▋▆, ▅▄▊▅▍ ▊█▅▌▉▇ ▇▅▌ ▇▍▇▇▍█▄
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▇█▌▊▉ ▋ ▆▍▇▄▆▇ ▆█▍▊▊▌█ ▍▇▍▅▉▌▉▌▋ ▋▉▉▅, █▊▄▊▊▋ ▊▉▉██ ▆▄▄▌▆ ▅▌▊█▉▍▍▇ ▆▇ ▋▍▍ █▅▌█▄▍
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                Changed Tugboat physic colliders from metal to wood where appropriate
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added additional collider to fix tugboat collision bug
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▆▆▄▋▋ ▆█▍ ▌▉▆▆▉▇▅ ▅▄▇ ▇█ ▌▍▉▅█▄█▆▊ ▇▄▅▌ ▉▊ █▇▄▍ ▆▉▆▆▌▍ ▉▉▆▋▇▅▊▊ ▄▅▆▋ ▍▇▋▌ ▅ ▆▉█▅█▍▋▊ ▌▍█▄▍▉▋▊, ▅▍. ▉▅▉ ▇ ▅█▉▋ █▇ ▋▇▋ ▆▇▇▄▊▇▌ ▄▉█▄▉ ▆▆▉▅ ▉█▄▋ █▆▊▊▍▇ ▍▉▋ ▉▇▍█▆▅ ▋▉ ▉▅▇▇ ▌▍▊█▌
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                Large/med/small surface prefabs.
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▅▄▆ ▍▍▌▊▍▇▄ ▇▅▋▇▇▊▇▌, ▆▌▇▄▌ ▋▄█▍▌▉▅▊▄ ▅█▆▆▍▇ ▆▍█▅▍▇▌▍▅▅
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Cherry picked 
84502 => Fixed bug in shadows w/ alpha cutout
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added support for the lights in the tugboat smoke stack at heavy damage levels
 
                
                
                
                
                
             
         
        
            
            
            
                
                Sank the tugboat in ferry terminal and updated the loot crates positions that were on it
S2P
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed industrial.wall.lamps incorrect visuals. Model was in a hidden location and a clone of the recently updated non-deployed version which slipped under the radar.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Convert a bunch of deployables
 
                
                
                
                
                
             
         
        
            
            
            
                
                Convert landmine to rendererlod
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed bug in shadows w/ alpha cutout
 
                
                
                
                
                
             
         
        
            
            
            
                
                Support importing MeshLOD into InstancedMeshFilter
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix getting player auth token after steamworks SDK upgrade
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix embrasure instanced rendering missing. add instanced rendering to large box
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix a super weird issue affecting rendering
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Use ComputeBuffer.BeginWrite() when in 2021, fallback to ComputeBuffer.SetData() in 2019 (mainly for the editor)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update global_networked_bases/2021
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable work shop skin applying since MeshRenderers are removed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cleaned away the black haloing around the ripple fx texture atlas.
Scene backup & related mats.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix foundation floor not showing
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merged the valve mesh to oiljack_arm for animation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implement removing mesh (again)
Update virtualMeshId when allocating larger section for a grid
 
                
                
                
                
                
             
         
        
            
            
            
                
                Submit draw calls for instanced rendering in `OnPreCull()` and start the culling job at the end of `Update()`
 
                
                
                
                
                
             
         
        
            
            
            
                
                More skeleton of texture atlas stuff
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add skeleton of `WorkshopSkinScheduler` and `TextureAtlasScheduler` that will let us use a skin draw call for all skins of a material
Various fixes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Explosives on Tugboat now work the same way as explosives on buildings. A timed explosive on a door doesn't do splash damage to the boat, and a timed explosive on the boat doesn't damage the door.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Feedback fixes for the old tv 
consistent fbx mesh data name 
set layer to world
added the missing collision
adjusted culling distance
added prefab variants on/off
 
                
                
                
                
                
             
         
        
            
            
            
                
                better shadow proxy picks for static cars
 
                
                
                
                
                
             
         
        
            
            
            
                
                Couple of non-weapon test item setups.
Increased random rotation.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Apply some slight random rotation when spawning items in take only mode.
Don't show placement ghosts in take only mode.