127,271 Commits over 4,109 Days - 1.29cph!
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)
Cherry picking all skin & bundle changes
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
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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
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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
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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