136,087 Commits over 4,444 Days - 1.28cph!

Yesterday
implement the pass that composes the water motion vector texture with the camera's motion vector texture as we now have a camera motion vector texture in RRP also properly track the prev viewproj for water in RRP
Yesterday
Disable rich text and escape characters in a bunch of places
Yesterday
More helpful error messages for invalid text given as clan name, rank name, and player notes
Yesterday
Add 'raiding enabled' and 'raiding disabled' vitals
Yesterday
Make bucket chair use different mount pose
Yesterday
Fix Player gizmo when sitting on chair not working for rotation
Yesterday
Make the shit bucket in the small apartment mountable - make a new prefab for the chair
Yesterday
Swap the prop in the small apartment
Yesterday
Switch the large apartment fridge from the normal deployable fridge -> apartment specfic one
Yesterday
Fix drink priority being backwards
Yesterday
Yesterday
Add sink water source in small and medium apartments
Yesterday
Allow apartment sinks to show "Drink" first
Yesterday
Add code to show "Drink" as the first menu option instead of "Open"
Yesterday
games minifridge - textures updated - glass material update
Yesterday
Fixed above ground pool being able to be clipped into construction on placement
Yesterday
Add water source to the apartment kitchen sink
Yesterday
Add basement laundry sink and apartment water source prefabs - putting invisible 'water catcher" inside the apartment sinks so you can fill containers or drink from them & the plumbing sucks so it slowly fills
Yesterday
Fix PrefabPreProcess.RemoveChildEntities() throwing an NRE for double nested child entities
Yesterday
Fixed DeployVolumeOBB on the paddling pool - Only use 1 volume rather than 2. 1 volume now covers the base and slightly above the pool to prevent clipping into construction - Added vehicle large to the layers
Yesterday
Tidied up DeployVolumeOBBs and added the Construction layer on the fireplace so the left/right sides cannot clip through walls when placed
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
Fixed ancient floor spike setup that used 4 spheres for placement checks that had many gaps, allowing you to place spikes over small items. Now using a single box for the check.
Yesterday
Rename bathroom sink to bathroom vanity
Yesterday
Fix bounds of double bathroom vanity
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
Make the small apartment camper stove ready to be an entity too
Yesterday
Assign names to small apartment storage
Yesterday
Fixed triangle planter and triangle railroad planter variant deploy bounds. - Increased height of existing edge bounds so it can't be placed over small items - Repurposed and fixed old deactivated centre bounds to cover the gap - Renamed/reorganised the objects in Unity - Tested in editor. Snapping, planting and other behaviour is preserved
Yesterday
Compile fix
Yesterday
Assign fridge in medium apartment to entity
Yesterday
Create apartment fridge entity
Yesterday
Add names to the storage entities in medium apartment
Yesterday
merge from automated_testing
Yesterday
Set loot panel names for large apartment lootable entities (instead of Large Wooden Box)
Yesterday
Merge: from fullserverdemo_removal - Clean: Remove FullServerDemo implementation (RustRelay will take us to the promised land) Tests: compiles, recorded client and server demos and was able to play them back
Yesterday
Merge: from main
Yesterday
Clean: get rid of Network.ServerInfo Was added for FullServerDemo support, no longer needed Tests: compiles
Yesterday
Fixed UI_StoreCheckoutResultPage NRE
Yesterday
merge from checkout_nre_fix
Yesterday
merge from skinviewer_metalshopfront
Yesterday
Manually adjusted christmas lights (xmas.lightstring) bounds to only cover the collider. Tested in editor, no behaviour change. Test passes
Yesterday
Add outbound message bytes to runtime network profiling
Yesterday
Added metal shop front to skin viewer Added a feature to lock vertical/horizontal rotation on items, enabled for the metal shop front and a few others
Yesterday
Codegen
Yesterday
Clean(editor): rip out DemoSever framework It could technically emulate server state from client demos, but required too much compromising, so not worth it. Tests: compiles
Yesterday
fix merge to apartment complex
Yesterday
MIP leak fix.
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
Convert apartment stove from prop -> entity (still needs entity implemented) - update the stove prop inside the large apartment