136,575 Commits over 4,444 Days - 1.28cph!

Today
Use AddRasterPass for motion vectors
Today
Merge from satellite_art
Today
Merge from main
Today
Cherry picking 155706
Today
satellite model + textures and materials uv2 with composite ao baked
Today
merge from rpctool_generic_fix
Today
Add new 'Names' class and set camera matrices globally in setup pass
Today
merge from apartment_complex_monument
Today
Base/Player/Horse modifier system pooling
Today
merge from apartment_complex_monument/terminal_ui
Today
Compile fixes
Today
Re applied apartment_complex_wing.prefab changes S2P apartment complex
Today
merge from apartment_complex_monument
Today
Added missing loc Removed mockup assets
Today
Bump targeting budget
Today
4:3 and 21:9 aspect ratio fixes
Today
Opening sequence
Today
Merge from weaponracks_prefabattribute
Today
Codegen
Today
Setup hurt overlay effect and script with RRP Setup vignette and sharpen effect and script with RRP Merge vignettes into one effect
Merge from MonumentBlockers
Today
merge rust_relay_server -> main
Today
Added addtional details to RustRelay socket resets
Today
Adding world model rig for binoculars
Today
Fixed Half Height Industrial Shelves not showing in Conveyor filters
Merge from MonumentBlockers2
Codegen, localization, manifest Restore Recycler change from apartments
Merge from main
Merge from main
Today
Make renderscale effect RRP clone asset
Today
Merge from main (protobuf message rejig for conflicts)
Today
Merge from monitor_screens
Today
Merge from main
Today
S2P + HLOD aparmtent complex monument
Yesterday
apartment_complex_merge -> main
Yesterday
revert sav++ to main, bump protocol
Yesterday
apartment_complex_monument -> apartment_complex_merge
Yesterday
Added a GameobjectLOD for mailbox numbers
Yesterday
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
Yesterday
Update vendor conversation
Yesterday
Fix remaining rooms not updating when using rentallrooms
Yesterday
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
Yesterday
Add CanAffordApartment and CanAffordUpgrade conditions so we can get rid of hardcoded HasScrap sprinkled in conversations that are a pain to update when changing apartment prices - change all the conditions in the conversation too
Yesterday
Fix remaining rooms left not being loaded on the client after network update
Yesterday
Update vendor conversation
Yesterday
Also interpolate the dialog options (so you can see how many of each room are left when selecting a room)
Yesterday
Switch ApartmentConversationSize -> ApartmentSize so conversations and apartment logic use the same enum - this leaves the "Any" option of ApartmentSize only used for conversations but that seems better than the trap of needing to make sure both enums have the same values Add "OwnsApartment" conversation condition so allow separate conversation options for upgrading from small -> penthouse and medium -> penthouse - I think originally I was going to do this all in code but never hooked up different conditions
Yesterday
Update conversation with new phrases but it keeps deleting some of the failed speech nodes
Yesterday
Add the interpolation to the ApartmentVendor & SyncVar the ApartmentBuilding to it so it can apply prices to conversation