4,984 Commits over 1,431 Days - 0.15cph!
merge from main -> optimize_plant_lod_wind
Fix berry bush seedling being missed by previous optimizations
Roses
- disable wind & motion vectors on lower LODs
- disable motion vector on billboard LOD
Potatos
- disable motion vectors on all LODs
Corn
- disable motion vectors on all corn prefabs
Plants spawned via `spawnplants` will have their grown paused so they stay the same stage
Add `spawnplants` command that will spawn every stage of every plant in a grid
Sunflowers
- disable wind & motion vectors on lower LODs
- disable motion vector on billboard LOD
Same idea for wheat
- disable wind & motion vectors on lower LODs
- disable motion vector on billboard LOD
Disable motion vector on the orchid billboard renderers (it was still doing motion vector pass despite the billboard material having wind disabled) and swap in the wind disabled lower LOD material
Add orchid wind disabled materials
Apply lower LOD materials to hemp prefabs
Make wind disabled versions of hemp materials
Assign wind disabled version of material to lower LODs and disable motion vectors on them
Make lower LOD material variants of the berry plants with wind disabled
Fix RendererLOD not saving motion vectors for different LODs (so the lower LODs of plants can turn off motion vectors)
merge from cpu_batching_submesh -> main
Fixed batched shipping container losing color
- caused by some meshes missing vertex color and not adding any default vertex color causing the batched color to not be correctly applied when the meshes were merged
merge from cpu_batching_submesh -> main
Fix compile error after merge
merge from main -> cpu_batching_submesh
merge from main -> cpu_batching_submesh
Change `renderer_submeshes` convar from 1 -> 2 but keep it scoped to only work with RendererBatch components that specifically enable AllowSubmeshes
- allows batching on container to be toggled by changing `renderer_submeshes` convar
Fix submesh bypass per prefab being inverted
Enable submesh batching on shipping container
Only enable submesh batching on certain assets instead of every single one
Add `paste_auth` option to copy paste (default true) so admins are authed on every turret & door when pasting
Fix color being inconsistantly set inside editor because it was hitting client & server entities with the physics queries
When using `skin_radius` with the shipping container skin use the last color that the player used with the spraycan instead of randomly skinning the shipping container
Delete unused Combine() overload from MeshRendererData
Fix RendererLOD not working with colored RendererBatch because it was looking for the batching component attached to the renderer instead of on the parent
- until we fix the LOD2 container wall having mismatched material order compared to the other lods
Add support to RendererBatch for submeshes
- RendererBatch will send each submesh to the batching system separately with it's own material and track them both
- update batching system to use submeshes when merging meshes
Fix all the compile errors
Fixes for assigning guests
Add PickAFriend dialog to the apartment rent terminal
Network list of owners and guests to apartment room owners
Add support to authorize guests on your room
Add minimum rent to apartment prefabs
Fix "Rent Due" not showing
Fix "Rent Due" vital not being assigned the correct type
Fix penthouse apartment hull being hidden when not rented
merge from apartment_complex_monument/prototype -> apartment_complex_monument
merge from main -> apartment_complex_monument
Fix server compile error from fix_dynamic_occlusion_pausing
Make all furniture inside apartments immortal and remove all the groundwatch so it can't break due to "ground missing"
merge from fix_dynamic_occlusion_pausing -> main
Evict players once they have rent due for >24hrs
- once you catch up on rent the timer resets
Don't run upkeep for non-rented apartments
merge from fix_c4_deployable_damage -> main