123,740 Commits over 4,171 Days - 1.24cph!
More rocket launcher viewmodel FX polish against erratic player movement.
Clear up performance text
Remove instanced triangles from performance text as we don't know on CPU how many meshes will be rendered post GPU culling
Change slider range of instanced rendering from 500-1500
Default instanced rendering distance 1000m
Convar still can go from 500-2500
Change clans to soft delete instead of fulling purging from the SQLite database
Add clan score value with a new table for tracking clan score events
Incrememnt clan DB version because migrating the unique index for clan names to a partial index was too complicated (sorry anyone who started using clans already)
Categorize mesh renderers based on prefab the mesh came from
Add commands to toggle rendering of certain meshes: `instanced_toggle_buildings`, `instanced_toggle_cliffs`, `instanced_toggle_other`
Rename `instanced_rendering` to `instanced_toggle_all`
Viewmodel prefabs & naming
cherry pick from
86211, tweaked lighting working on final render settings
Ensure all instancing classes have instancing namespace
Launcher viewmodel FX backup
twitch drop render setup, added all my reference models, ordered folders, test with AR
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loose mats that were not committed
loose mats that were not committed
merge from art generic props
Merge from quarry_desployable_refresh
Mining quarries monuments S2P
Merge from global_networked_bases
Removing unused MeshAllocator instance in VirtualMeshScheduler
Use the correct CellAllocator instance when computebuffer_setdata_immediate is false
Merge from airpatch_media
Merge from airpatch_media
Expose the slot in the inventory screen in a better, maybe less horrific UI layout
Only show the extra backpack slot if there is a backpack equipped or a backpack in the main inventory
Fixed rocketsSinceReload compile issue
Merge from airpatch_media
Fixed hazmat suits, more cleanup
Apply unsaved controller change
Merge Attack Helicopter -> Main
Merge from airpatch_media
WIP potential refactor for parachutes to go into a new, 8th clothing slot rather than living in the main inventory
Mostly works as is, still need to solve some wearable layering conflicts
Expose ability to get every virtual mesh that is visible for an entity
Added Float4x4Ex to get position and rotation from a matrix easily
Fix highlighting building blocks when looking at them with a hammer
Fixed parachute backpack getting duplicated while deployed
Fixed parachute rig getting stripped when set up in a wearable
Parachute vehicle now has access to a ParachuteController component that can handle the animator
Added forward and right parameters to parachute animator
Fixed parachute not properly disengaging when the player hits water
Merge from airpatch_media
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rigged parachute, deploy anim, animator setup, added to backpack deployed prefab
Merge Cathode-Tweaks -> Main
Improvements to launcher barrel FX.