125,513 Commits over 4,079 Days - 1.28cph!
Updated broken cine prefabs stomped from merges
Fix twig foundations not showing
Cull shadows at shadow distance
Make a separate monobehavior to call into InstancedEntityScheduler
- due to PreProcess is being called before the InstancedEntityScheduler was spawned
abyss helmet variation 3 lods, skinning, imported to prefab and setup, temp material. Also, skinning tweaks on viewodel
Fixed crazy interaction between thrown physics objects and tugboat. Move them to the Harvestable layer while parented to something - simply because that layer has no physics interactions but does allow player interaction.
Fix rotation of parented entities when changing skin (fixes another tugboat door reskin issue)
Updated tugboat prevent building areas to their final configuration
combat knife can now rapidly untie underwater crates
fixed underwater effects not appearing for local player if head is also underwater
Fix unity "startIndex" with DrawMeshInstancedIndirect() not working
Implement custom shader property "_InstancedIndexOffset" to fix it
Add `test_instanced_culling` command to spawn in 50k-200k random prefabs
Fix race condition in culling job by uncommenting original threadsafe increment
Add placeholder sorting of input data to see if sorting significantly speeds up culling job
Culling job now runs across multiple threads via job system
Disable ParallelForRestriction in culling job
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updated rig for diver ak, set up burst cloth (still disabled)
Updated burst cloth mats
Enable mipmaps for diver ak icon
Update FP.BurstCloth, tweak everything again
Minor emissive and material hue tweaks to better match the screens.
Tug-specific sonar sweep visuals to better match the other screen.
Added disabled damage prefab to the Tugboat (not code supported yet)
Added a functional dashboard headlight indicator light to the Tugboat, because cute.
Tug damage prefab with light/medium/severe states
Added LODs for the pumpjack
Slightly offset lower deck lamps to match the positon of the cables
Tugboat interior dressing
Remove redundant reflection probe renderer from wall prefabs
Do distance culling before frusum culling
Measure culling job execution time
Merge from media_projects/2023_06
vm diver torch - updated mask and optimisation settings
Underwater / water surface explosion effect improvements
Fixed underwater rain again.
old tv model setup
(needs lods)
Underwater explosion effects for C4, satchel charge, F1 grenade and beancan grenade
Bunch of small fixes
FINALLY rendering in the correct place again because I had to use a separate computebuffer for each DrawMeshInstancedindirect() call?
merge from NMS/Props for clarity
Water explosion effects for all rocket types
wallpaper skin models and prefabs base setup
Fixing various deployable placement issues on tugboat, most notably the delay / desync on the placed deployables
Updates Vintage Wall Clock to meet feedback
Added subway maps to various underground tunnels and platform stops