136,921 Commits over 4,444 Days - 1.28cph!

3 Days Ago
- More crappy UI - Animator changes
3 Days Ago
Minor 3p animation fixes
3 Days Ago
Allow player 2 to be filled by the same player for solo play (regression)
3 Days Ago
Turn revisions and game controller fixes: - Prevent player 1 from endlessly being stuck as player 1 and not able to be - Can only use the mountable if its your turn
3 Days Ago
implement actual turn in place on the player animation controller with blend trees
3 Days Ago
- Kick a player out if they move too far away from the table - Ensure score dialog closes when table is destroyed - Pool (the table) debug system - Player toast update system
3 Days Ago
merge from glowing_wallpapers
3 Days Ago
fixed wrong name / description on graffiti concrete bend
3 Days Ago
merge from spawn_terrainignore_fix
3 Days Ago
Fixed an issue where various effects on the camera weren't being updated correctly in the build when RRP was enabled
3 Days Ago
Added Darts Mat Model, Textures and GIBS Setup Darts Mat Prefab and LODS Added Darts Mat as a placeholder in the Dart Board Prefab
3 Days Ago
Updating cached materials for supply signal
3 Days Ago
merge from main
3 Days Ago
Merge from main
3 Days Ago
merge rust_relay_server -> main
3 Days Ago
Stricter water checks
3 Days Ago
merge main -> rust_relay_server
3 Days Ago
merge from main
3 Days Ago
Refactor to allow for additional error messages. Add error message for trying to move target out of map bounds. Don't consume fuel if trying to move out of map bounds. Run cheap bounds check before others.
3 Days Ago
merge rust_relay_server/remove_serversubscriptions -> rust_relay_server
3 Days Ago
fixed skinned mesh on prefab exporter
3 Days Ago
merge from main
3 Days Ago
First pass animations and set up for the supply signal refresh
3 Days Ago
apartment complex s2p
3 Days Ago
removed computer room stuff from the apartment broken wing prefab as it has moved to basement
3 Days Ago
optimizing a bunch of prefabs for better occlusion
3 Days Ago
apartment complex s2p
3 Days Ago
small amount of detail added to computer room in basement moved basement corridor mesh itself into culling volume
3 Days Ago
Subtract 156029, too many shadow issues
3 Days Ago
Merge from apartment_complex_monument
3 Days Ago
3 Days Ago
Added a tool to find all shadow proxies that have a cull distance greater than the cull distance of their parent, fixed some cases (Tools/Find/Shadow Proxies Culling Too Early) Converted the bus to a RendererLOD setup
4 Days Ago
Much more aggressive LOD transitions on rentable shops
4 Days Ago
Include the lighting prefabs in the furniture list that gets disabled when an apartment is occluded, fixes the lighting prefabs always rendering
4 Days Ago
Caught a light with a missing LOD component
4 Days Ago
Merge from apartment_complex_monument
4 Days Ago
4 Days Ago
Fixed button inside security room not opening door
4 Days Ago
Fixed disabling domain reloads breaking renting rooms due to static telephone manager fields
4 Days Ago
Replace 0 with O on the door label if the door is in the basement Add · to both sides of the door label if the door is in the penthouse
4 Days Ago
More LOD fixups Should be no more loose components
4 Days Ago
3p gesture animation update
4 Days Ago
Add `printapartmentculling` to confirm what apartment rooms are culling Fix apartments not being force culled when outside of the apartment complex building Switch ApartmentRoom.Building to a SyncVar so its on the client
4 Days Ago
Fix paintable sign inserts not being covered in raid windows
4 Days Ago
Fixed elevator floor nr consistency
4 Days Ago
Changed one decal slice to match the apt numbers.
4 Days Ago
Converted some static structures to RendererLods/MeshLods Rentable shop signs, window_penthouse_flat_opaque, Caboose_ground_junk_straight_b/c
4 Days Ago
Merge from main
4 Days Ago
Merge from occlusion_culling_toggle_fix/batch_culling_fixes Fixes MeshCull components not properly disabling when culled by occlusion culling Fixed renderers with Rendererbatch components not being included in the culling system, even if they don't meet the batching reqs (submeshes, r/w, vert count, etc) Can be toggled via graphics.useDetailedRendererBatchCullingCheck for a/b testing (on by default) Our benchmarks show an occasional slight decrease in max frame rate but a moderate increase in low frame rates (slighty lower ceiling ceiling, higher floor) Also includes a speculative fix for an index out of range error some players were experiencing