12,085 Commits over 2,527 Days - 0.20cph!
Subtract
156029, too many shadow issues
Merge from apartment_complex_monument
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
Much more aggressive LOD transitions on rentable shops
Include the lighting prefabs in the furniture list that gets disabled when an apartment is occluded, fixes the lighting prefabs always rendering
Caught a light with a missing LOD component
Merge from apartment_complex_monument
Fixed button inside security room not opening door
Fixed disabling domain reloads breaking renting rooms due to static telephone manager fields
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
More LOD fixups
Should be no more loose components
Converted some static structures to RendererLods/MeshLods
Rentable shop signs, window_penthouse_flat_opaque, Caboose_ground_junk_straight_b/c
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
Merge from apartment_complex_monument
Fixed rentable shop vending machines still being drone accessible despite UI saying otherwise
Added master key to produce exchange vendor in bandit town
1000 scrap, affected by demand pricing so starts at 2000 (+100%)
Only one available, restocks every 12 IRL hours
VERY PLACEHOLDER values
Merge from projector_disable
Removed/disabled almost all instances of Projectors
Disabled on all Lighting prefabs, mostly used in underwater labs
Disabled on all MotorRowboats and disabled their Update loop
Added a GameObjectLOD component to the above ground pool, this is now the only place we use projectors in the game (it was the only place I could see an actual visual difference)
S2P large oil rig
Deleted AboveGroundPool_DeleteMe prefab entirely (only took me 6 years)
Merge from softcore_updates_july_26
Don't apply softcore gather rates to diesel pickups
Quarry is affected by softcore gather rate
Added ability to change scale of spray skins, exposed on SteamInventoryItem as SprayScale
Fixed Signage inspector not showing manifest info
Fixed remove all option not working on rentable shops
Merge from apartment_complex_monument
S2P apartments to make sure sign changes get picked up
Removed sockets and deploy volumes from rentable shop signs
Manifest
Delete rentable shop sign item definitions
Rename shop signs to remove .worldmodel suffix
Disable shadows on LOD2/3 of the rentable shop signs
Fixed shop D not using sitting NPC
Apartments S2P
IsSmall LOD check now takes transform scale into account, fixes shadow proxies made with scaled boxes getting disabled incorrectly
Fixed not being able to delete sell orders
Fixed rent multiplier not getting reset when a player closes the store manually
S2P + HLOD aparmtent complex monument
Added a GameobjectLOD for mailbox numbers
Created a ShadowProxyChecker tool that finds all shadow proxies in the curent scene that have no MeshCull component (Tools > Find > Shadow Proxies Without MeshCull)
Fixed all cases in apartment block monu monument (291)
Added Renderer batch where simple primitive cubes have been used, shaves another 200 shadow casters off when standing at the entrance
Added GameObjectLOD to the apartment door numbers, they were always rendering
Added MeshCulls to doormats, they weren't being picked up by the CullingVolume because they had no LOD component
Fixed shipping_container_900_yellow shadow proxy missing a MeshCull
Fixed incorrect LOD setup on a lot of glass meshes
Fixed a bunch of streetlights with an extra mesh applied that had no LOD component
Fixed missing MeshCulls on shadow proxies on every rentable shop
SetPass calls 1423 -> 1170, Shadow casters 1754 -> 1514, Batches 2931 -> 2500
Possible EmissionToggle NRE fix
Added a button on MeshLOD to add a missing MeshRenderer and MeshFilter
Fixed poker chip meshes not using LODS at all so were showing all 3 lods at the same time (and not culling ever)
Shopkeeper in store D now sits, removed the chair entity from the hierarchy (just needs a model)
Also removed chair entity from shop E