125,459 Commits over 4,079 Days - 1.28cph!
Slight camera motion improvement when equipping weapons, unequipping weapons still has a slight camera snap
Merge AttackHelicopterPreTurret -> Aux2
Merge from hackweek-chat-emoji
Merge from global_networked_bases -> aux2 (bbq loot panel)
Merge from main -> global_networked_bases
Merge from global_networked_bases -> aux2
Cherrypick
84979 (BeginWrite two new compute buffers)
Fix 2021 to use BeginWrite() & EndWrite() on the two new ComputeBuffers (IndirectArgs & InstanceOffsets)
Main cannon ground effect
Fix name conflict dll copy - where'd that come from, it was the right one
Turn assembly version validation
Update global_networked_bases/2021
Merge from global_networked_bases -> aux2
Add `use_command_buffers` command to toggle between Graphics.DrawMeshInstancedIndirect() and CommandBuffers
Can use convar at runtime to switch back and forfth
Added manually submitting draw calls back as CommandBuffers broke lighting & were slower after first iteration
New flaming ember/debris atlas, because that soft radial blob used everywhere has become pretty old.
Increased clearance on the overpass module entrance
Finally fixed the rendering so opaque geometry & shadows are kept in separate command buffers... although I would need to add the shadow commandbuffer to each light now
Missing girder in bucket_excavator_arm_end_COL
Missing quad sphere tank in collider
fixed large oilrig interior collider issues
Add ferry avoid triggers to oil rigs
Add ferry avoid trigger to cargo ship
add clan table to bandit/outpost
Give name to the the instanced CommandBuffer & CommandBuffers created by `CommandBufferSystem`
It now renders with the command buffer, just gotta figure out incorrect lighting, multiple meshes overlapping & lighting turning off every 1s
Cannon impact explosion WIP
Muzzle iteration & naming consistency.
Updating macOS launcher for macOS Sonoma support
Default to development realm while testing in editor
Add nexus.serverListRealm convar for overriding the realm to show in the server browser
Update FP.Nexus to get the development realm
Submit DrawCalls via `CommandBuffer` instead of `Graphics.DrawMeshInstancedIndirect()`
Hook `MainCamera.OnPreCull()` via a `InstancedCameraComponent` instead of static Action
Change shaders to use a commandBuffer to get the start index of each drawcall instead of passing an index into each MaterialPropertyBlock
(not completely done, more of a stash)
Remove instanced rendering from furnace & planters as they require an extra color to be passed in
Some materials missed
Disable nexus.serverListEnabled by default in builds
merge from auguest_art_bugfixes
reverted lootpanel.bbq prefab to known good version - Global S2P broke this?
Set correct textures for LargeWideWeaponRack.mat
Merge from main -> global_networked_bases
Merge from global_networked_bases -> aux2
See if small tweak fixes "virtual mesh not found"
Enabling material instancing on a few electrical materials (not custom instancing)