126,704 Commits over 4,109 Days - 1.28cph!
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added recycler just outside bandit town casino
!fixed disable broadcast on shopkeepers oops
fixed being able to turn recycler on/off if you are not the user
inventory.give takes item condition as an optional third parameter
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Cargo ship hull vertex paint v2
cargo ship scene prep
breaking up crew building into smaller models
crew building interior greybox pass
added static ship door
[D11] Updated RustNative code / recompiled console DLLs
Cargo ship hull vertex paint
Eliminated GC from TOD image effects
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[D11] Fixed missing D11_CONSOLE_PORT defines
[D11] UI Controller support and additional support files
removed GC allocs from hostileNote
removed GC allocs from LookAtPlant
eliminated GC allocs from nametags
Fixed recurring GC allocs in postopaque, deferredext, water, atmosvol, TAA, bloom and articulated occludee
Fixed skinned mesh renderer bounds not always refreshing when rendering icons (could lead to odd icon scales)
Rebuilt all skin icons
Cherry picking all skin & bundle changes
Fixed skins still downloading even if shipped with the game (regression from 28022)
Added culling.debug filtering by camera culling mask and debug layer filter
Fixed imposter billboard orientation in shadow pass
Updated all Hapis old caves, tunnels and sewers to use culling volumes
Cargo ship hull progress backup
crew building exterior progress backup
Added an additonal LOD level to wooden cabins
Removed gaps between planks on LOD2
Added prevent_building_cube and prevent_building_sphere prefabs (custom maps)
Added static lanterns next to shopkeepers
Underwater crates sync position
Radtown loot prefabs respawn automatically if not spawned via spawn group (for custom maps)
Rebundling textures so future additions only require 1-2 bundles to be changed
crew building exterior progress backup