reporust_rebootcancel

135,074 Commits over 4,444 Days - 1.27cph!

21 Minutes Ago
merge from main
21 Minutes 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.
25 Minutes Ago
merge rust_relay_server/remove_serversubscriptions -> rust_relay_server
26 Minutes Ago
fixed skinned mesh on prefab exporter
33 Minutes Ago
merge from main
60 Minutes Ago
First pass animations and set up for the supply signal refresh
1 Hour Ago
apartment complex s2p
1 Hour Ago
removed computer room stuff from the apartment broken wing prefab as it has moved to basement
1 Hour Ago
optimizing a bunch of prefabs for better occlusion
2 Hours Ago
apartment complex s2p
3 Hours Ago
small amount of detail added to computer room in basement moved basement corridor mesh itself into culling volume
4 Hours Ago
Subtract 156029, too many shadow issues
4 Hours Ago
Merge from apartment_complex_monument
4 Hours Ago
4 Hours 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 Hours Ago
Much more aggressive LOD transitions on rentable shops
5 Hours Ago
Include the lighting prefabs in the furniture list that gets disabled when an apartment is occluded, fixes the lighting prefabs always rendering
5 Hours Ago
Caught a light with a missing LOD component
5 Hours Ago
Merge from apartment_complex_monument
5 Hours Ago
6 Hours Ago
Fixed button inside security room not opening door
Today
Fixed disabling domain reloads breaking renting rooms due to static telephone manager fields
Today
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
Today
More LOD fixups Should be no more loose components
Today
3p gesture animation update
Today
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
Fix paintable sign inserts not being covered in raid windows
Today
Fixed elevator floor nr consistency
Today
Changed one decal slice to match the apt numbers.
Today
Converted some static structures to RendererLods/MeshLods Rentable shop signs, window_penthouse_flat_opaque, Caboose_ground_junk_straight_b/c
Today
Merge from main
Today
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
Today
Basement improvements.
Today
merge from apartment_complex_monument -> main
Today
Basement apt numbers WIP. Fixed basement apt doors having a see-thru gap.
Today
Medium apt labels & related corridor lighting tweaks.
Today
Fix static elevator lift "raise single floor" menu being stomped in CS 154047
Today
Merge from main
Today
update from main
Today
supermarket freezer mesh and texture updates
Fix condition failed speech node data being wiped if the standard resulting node is unset
Today
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Today
merge from apartment_complex_monument -> main
Today
merge from prototype -> apartment_complex_monument
Today
Fix eject position not assigned on the small apartment Move a few things under furniture root
Today
Slightly shrink size of combat zone triggers in apartments to avoid triggering teleport when player is walking into the invisible barrier
Today
gamesroom shotgun trap - greybox added - intial prefab setup - item created - icon created - material created - ran localization & manifest