125,463 Commits over 4,079 Days - 1.28cph!
Ensure CullingJob skips over hidden meshes
Setting 2019 ComputeBuffer to SubUpdates causes it to silently not update :(
Move location of "spawn virtual world prefab"
Diver suit texture updates
Convert v3 rocks to instanced rendering
Add method to toggle the visibility of an instanced mesh without removing it from the array
Support animated entities (again) by disabling instanced rendering when inside network range & enabling it when they go outside network range
Remove `InstancedMeshTracker` until we properly support animated entities one day
Added config option to `InstancedMeshFilter` that allows you to specify what meshes to use for an entity placeholder
Ferry terminal: Tweaked that one underground hallway shadow, and shifted some lights around in front of the entrance where the spotlight has been baked down into the ground.
Ferry S2P
fixed broken uvs on front interior
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recoloured lorrr_trailer unique albedo to match new darker white colour, changed trim_orange material to reflect this too, changed interior collision to allow player to get to the front of interior, added shadow casters for interior
Added walls behind tugboat staircases leading to the control cabin
Fixed missing geometry under the staircase
Fixed DudTimedExplosive briefly switching to world origin positon + network group when becoming dud
Fixed NRE edge case when TransformUtil.GetGroundInfo hit the ocean
Fixed player no longer parenting to tugboat
Teaked the material color values of the trailer lorry
Rename "rock" emoji to "heartrock" so it doesn't clash with the rock item
Added a couple of concrete blocks to tugboat to block visuals where there's already a collider
Added a new ObbComponent, adds an easy way to expose a local space OBB with gizmos for setup
Added an AlternativePipeBounds OBBComponent field on BuildingBlock, allows us the option to define a different set of bounds to use for the pipe intersection test so we don't have to modify building block bounds
Added alternative bounds to both roof pieces, fixes pipes placed under roofs getting incorrectly deleted due to the large bounds on roof blocks
Fixed up other vehicles that also had identically-named collider objects
Fixed water pumps not deploying in rivers
Fixed more duplicate bone names no Tugboat
Added an editor-only warning in Model.cs for bones without unique names. Now in the future instead of spending an hour tracking down why decals are in the wrong place and eventually discovering it's duplicate bone names, I'll be able to spend an hour tracking down why decals are in the wrong place and then finally remember to look for this warning.
Fixed two GameObjects in the Tugboat collider set both being called "Misc" causing bullet decals to show up in an offset position due to the bone ID finder selecting a different bone than the initially hit bone when re-converting the local space hit point to world space.
Speculative NRE fix for NVG camera issue, wasn't able to reproduce in the editor for a proper stack trace
Re-enabled world item parenting on tugboat. Having it off seems to cause more problems than it solves - we can tackle items falling through the boat a different way.
Don't parent NPC players to tugboat
Switched Tugboat to use Continuous Speculative collision instead of Continuous Dynamic. This seems to get less confused by Cargo Ship's weird non-physics collisions, since it's made to handle kinematic situations.
Increased depth of Cargo bow trigger and modified TriggerVehiclePush again
Fixed cargo ship not pushing tugboat well with its bow wave push trigger
updated Abyss metal hatchet ao so some barnacles aren't so dark
merge from steam_auth_analytics
Add post culling job to count number of meshes in output
Fixed shared abyss strings
Don't apply mounted length modifier to cloth for standing poses