221,915 Commits over 3,653 Days - 2.53cph!
Fixed skins getting cut off in non-square views
Expose fade to black time
Better handling for tutorial islands that time out
-Clear the players missions so they can restart the tutorial
-Clear the InTutorial flag so they don't get respawned on a non-existent island
-Notify the client (if they are connected) that the tutorial has ended to revert the time and weather settings
Only disable frustum culling if one of the mirrors cameras is enabled (to avoid an inactive/disabled camera turning off frustum culling)
Brutalist church progress
Recycle times & light instance fix.
Mark new building meshes as readable = true so they work with multidraw
Properly fix hemp issue in
93017
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Lower the tutorial base slightly so that the player can more easily get into the front door without jumping
Fixed inherited rotational bug
Add `print_instanced_draw_calls` to print draw calls (including how many are batched by multidraw)
Allows us to spot materials that have the wrong settings to help reduce draw calls needing to be submitted by the CPU
Merge from gnb_shadow_material_improvements -> gnb_support_new_building_skins
Launcher only launches a single instance of each project
Disable worms and grubs from hemp in tutorial
Enable instancing on building skin materials
Re-run converter on building block prefabs to convert all new building skins to instanced rendering
merge from test_gnb_memory_leak -> main
(fix GNB memory leak)
Fix the shadow materials of a bunch of building block renderers
Add additional funcitonality to `List Shadow Materials` to fix the materials (convert all ShadowOnly materials to use "shadow" material)
Fix GNB memory leak (submitting draw calls to disabled cameras will leak memory)
Add `instantiate_test` command to test new InstantiateAsync() method
Update CurrentVersion.cs to 2022.3
12k .meta files after it reimported a bunch of textures
ProjectVersion 2021.3.35f1 -> 2022.3.20f1
Manually commenting out audio import deprecation so it compiles
Unity auto-upgrading C# from 2021->2022
Fixing subemitter rotational inherentece fuckery WIP
Tweak mixer control
https://files.facepunch.com/garry/30a69c23-fadf-426c-bb78-a4152a2b861d.mp4
Updated existing windows to align with new direction
also added larger windows + new mat
Lock the mixing thread when hotloading
We can review this later, since I suspect if we make the active voice list ignore hotload, everything will be fine anyway.. and it would be nice to have sounds keep playing.
Added consumables inventory baseline (not grid yet)
Remove scene scoping from SubtitleEntryPanel since we're doing this in engine
Can a connection create objects?
Send network destroy even if DestroyImmediate is called
Ownership authority flags
Let GameObject have [Sync] too (test)
Reorder enum, add [Expose]
Change up logic for can create objects - only check if we have a source
Default CanCreateObjects to true for now (this is current behavior)
Initial implementatior for ownership authority
Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars
Initial implementation of Rpc authority
Remove a test log
CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed
Make it CanSpawnObjects
CanSpawnObjects settable only by the host
AudioSampler can sample multi-channel
Leaderboard backup, run #9700
Cache ItemModCookable and ItemModBurnable inside ItemDefinition
Leaderboard backup, run #9698
Leaderboard backup, run #9697