124,056 Commits over 4,171 Days - 1.24cph!
Scroll _DetailBlendMaskMapScroll and _DetailAlbedoMapScroll on belt
Secondaries for 25mm impact.
Region out client analytics variables that are "assigned but never used" when compiling client
Move shadows to their own grids
Distance cull both meshes & shadows
Only frustum cull meshes
Fix `test_instancing_culling` spawning prefabs outside of the map and overloading the "out of map" grid
Fix "outside of map" grid not having a gridId set and looking like grid #0
Refactor RendererJobData to store ShadowMode instead of "IsOnlyShadow"
Refactor culling system to completely ignore shadows
Change InstancedScheduler script update order to near the end
Count number of meshes & shadows separately
Add number of rendered meshes, shadows & draw calls for instancing to `perf 8`
Add average number of meshes & shadows drawn to client performance analytics
Add `print_instanced_grid {id}` and `print_instanced_grids` to print meshes per grid for debugging
Added LODs, colliders, and prefab setup to the screwdrivers
Add menu option for instanced rendering called "Building Distance" (it also handles cliffs but yea)
Clamp instanced rendering distance from 500 - 2500
Take lower of draw distance vs instanced render distance when culling
Run codegen to apply convar descriptions
Add description to all convars
Add clientside performance analytics for instanced rendering
- culling time
- draw calls
- render distance
- size of compute buffers & arrays
- mesh count
- prefab count
- entity count
merge from weapon_racks/missing_items
Tweaked bypass tunnels to add more clearance for trains
Slightly tweaked caboose spotlight position
Add `shadow_culling` convar to toggle culling of shadows for instanced rendering
Disable shadow culling by default
Fix meshes with skins registering a extra renderer
Add `instanced_memory_usage` command to print off size & memory usage of every array used for instanced rendering
Remove some redundant convars
Add `--instanced-rendering` convar to turn instanced rendering on (if we need it default disabled)
Setup Varying Pistol Ammo World Models to change depending on stack size
Renamed Pistol Ammo World Model Variations to match naming conventions
Setup Varying Rifle Ammo World Models to change depending on stack size
Renamed Rifle Ammo World Model Variations to match naming conventions
Check if deathInfo.attackerName is null (no idea why this appeared on aux2 but need to fix to keep testing)
Enable GPU instancing on brick roof material
Run Initialize() when leaving server to cleanup all arrays
Cleanup code of all schedulers
Fixed Abyss Torch being lit when dropped.
Setup Varying Handmade Shell World Models to change depending on stack size
Renamed Handmade Shell World Model Variations to match naming conventions
Prototype Hatchet
Prototype Pickaxe
Setup Varying Shotgun World Models to change depending on stack size
Renamed Shotgun World Model Variations to match naming conventions
Added and Setup Spanner Props Prefab
merge from building_skins_3
merge from august_art_bugfixes
frontier skin models / gibs / colliders and texture atlases
Fixed thatched wall by roof side Z-fighting when placed side by side
softened side conditional colliders of brick roof to avoid block
Fix for rotation indicator display
Protection properties for unpacked parachute
Parachute is now saved and allows sleeper mounting for nexus shenanigans