257,433 Commits over 4,018 Days - 2.67cph!
Add one-shot anims to animator
Create tiger skeleton assets (ragdoll not setup)
Incapacitate blindness tweaks
Allow spawn.report command to pass true/false for detailed (to print off number of each prefab it spawns) and also pass a string filter (so you can return only ore populations)
Fix high tier loot spawning in loot containers as the server starts up
- refresh all loot on the server when the era is changed
- Basic blockout for beehive
Spawn 50% of the sulfur nodes in primitive era
Add support for float weights for spawn populations
Add support to give prefabs different weights based on the era of the server
Add support for custom specialised asset pickers per-resource type via AssetPickerAttribute
Add SimplePicker, use for shaders until we get something better so that's not awful to use
https://files.facepunch.com/solw/2025/January/20_13-12-GentlePinkriverdolphin.png
Move VR scene switcher logic into OnStart
Fix view model spamming errors
Hook tiger model to prefab
Horse server optims, throttled auto avoidance
Added convars to throttle the ground normal update too, so we can fine tune it
Minor client optims
Art progress on hallway connector
Rename and move tiger protection asset
Set up crocodile required gameplay assets
Use FastDebugDraw to draw debugging information of IndirectInstancing
Merge from /fast_debug_draw
First iteration of the FastDebugDraw component, shader and material
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
Restructure handling of debug code in IndirectInstancingCamera
Add [CopyToClone] attribute to allow fast path clone of structs that don't hold any references (ParticleFloat, Curve, Vector...)
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
Submitting tiger rig fbx with fur LODs
Fix compilation error in StandardLayers.cginc
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
Fix pass by reference in IndirectInstancingRenderer
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
Set battering ram seat to mobile, changed dismount hold type
Improve and clarify Add() and Remove() handling in RendererBatch
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
Pass instancing handle by reference to ensure it's always up to date
Rename LODCell.Timestamp → LastRefreshTimestamp
Restore old TypeLibrary at end of SerializeTest
Pass instancing handle by reference to ensure it's always up-to-date
Make LODComponent's Hide() and Show() public
- Greatly improved the smoothness of swapping between states during reload
- Fixed flip that was happening mid way through
- Cleared up a lot of the artifacting
Delete unused tiger static mesh
Merge from wip_quality_size