135,141 Commits over 4,444 Days - 1.27cph!
- More crappy UI
- Animator changes
Allow player 2 to be filled by the same player for solo play (regression)
Turn revisions and game controller fixes:
- Prevent player 1 from endlessly being stuck as player 1 and not able to be
- Can only use the mountable if its your turn
implement actual turn in place on the player animation controller with blend trees
- Kick a player out if they move too far away from the table
- Ensure score dialog closes when table is destroyed
- Pool (the table) debug system
- Player toast update system
merge from glowing_wallpapers
fixed wrong name / description on graffiti concrete bend
merge from spawn_terrainignore_fix
Fixed an issue where various effects on the camera weren't being updated correctly in the build when RRP was enabled
Added Darts Mat Model, Textures and GIBS
Setup Darts Mat Prefab and LODS
Added Darts Mat as a placeholder in the Dart Board Prefab
Updating cached materials for supply signal
merge rust_relay_server -> main
merge main -> rust_relay_server
Refactor to allow for additional error messages.
Add error message for trying to move target out of map bounds.
Don't consume fuel if trying to move out of map bounds.
Run cheap bounds check before others.
merge rust_relay_server/remove_serversubscriptions -> rust_relay_server
fixed skinned mesh on prefab exporter
First pass animations and set up for the supply signal refresh
removed computer room stuff from the apartment broken wing prefab as it has moved to basement
optimizing a bunch of prefabs for better occlusion
small amount of detail added to computer room in basement
moved basement corridor mesh itself into culling volume
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
3p gesture animation update
Add `printapartmentculling` to confirm what apartment rooms are culling
Fix apartments not being force culled when outside of the apartment complex building
Switch ApartmentRoom.Building to a SyncVar so its on the client
Fix paintable sign inserts not being covered in raid windows
Fixed elevator floor nr consistency
Changed one decal slice to match the apt numbers.
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