130,460 Commits over 4,232 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Added an additonal LOD level to wooden cabins
Removed gaps between planks on LOD2
 
                
                
                
                
                
             
         
        
            
            
            
                
                crew building exterior progress backup
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Cargo ship hull progress backup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated all Hapis old caves, tunnels and sewers to use culling volumes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed imposter billboard orientation in shadow pass
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added culling.debug filtering by camera culling mask and debug layer filter
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed skins still downloading even if shipped with the game (regression from 28022)
 
                
                
                
                
                
             
         
        
        
        
        
        
        
        
            
            
            
                
                Fixed skinned mesh renderer bounds not always refreshing when rendering icons (could lead to odd icon scales)
Rebuilt all skin icons
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed recurring GC allocs in postopaque, deferredext, water, atmosvol, TAA, bloom and articulated occludee
 
                
                
                
                
                
             
         
        
            
            
            
                
                eliminated GC allocs from nametags
 
                
                
                
                
                
             
         
        
            
            
            
                
                removed GC allocs from hostileNote
removed GC allocs from LookAtPlant
 
                
                
                
                
                
             
         
        
            
            
            
                
                [D11] UI Controller support and additional support files
 
                
                
                
                
                
             
         
        
            
            
            
                
                [D11] Fixed missing D11_CONSOLE_PORT defines
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▍▊▌▆▆▉ ▋▅▋▌▊▍▄▉▇▉▉▌ ▆█▊▋▌▅▊
 
                
                
                
                
                
             
         
        
            
            
            
                
                Eliminated GC from TOD image effects
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Cargo ship hull vertex paint
 
                
                
                
                
                
             
         
        
            
            
            
                
                [D11] Updated RustNative code / recompiled console DLLs
 
                
                
                
                
                
             
         
        
            
            
            
                
                cargo ship scene prep
breaking up crew building into smaller models
crew building interior greybox pass
added static ship door
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cargo ship hull vertex paint v2
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▋▆▋▆▍▉▊▄▌▆ █▆▉█▅▉▄ ▄▋▋ ▅▍▇
 
                
                
                
                
                
             
         
        
            
            
            
                
                inventory.give takes item condition as an optional third parameter
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▅▇▊▊▉ ▍▇▉█▅ ▆▌█▍ ▄▊ ▋▆▊▊▋ ▆▌ ▉▌▇ ▄██▊▇ ▇█▆
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                scene updates
further breaking down crew building exterior
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                [D11] Use Machine Unique Id FTM until we get platform id's in.
 
                
                
                
                
                
             
         
        
            
            
            
                
                cargo ship scene edits
added a second way up to to the top floor into crew building
crew building wip texturing
 
                
                
                
                
                
             
         
        
            
            
            
                
                PrefabInfo is now called Poolable (separate commit to keep the file history intact)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added PrefabPostProcess (runs after after components and children have been cleaned up)
 
                
                
                
                
                
             
         
        
            
            
            
                
                New prefab pooling baseline