146,217 Commits over 4,444 Days - 1.37cph!
Added logs to ItemModEntity::OnRemove to help tracking down stale heldEntity refs killing the wrong entity
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Fix scientists appearing on roofs
merge from tied_back_hair_setup
Ponytail Mat updates and cap
Add free fuel servervar for easier testing.
Codegen.
apartment complex lived wing prefab, killed shadows on lights, disabled shadow casting on some of the set dressing props
Make UI_PremiumModal partial so it doesn't break codegen.
set industrial barrels and shelves to require steam unlock so they do not appear as default in crafting menu
little mesh cull pass on wip playground art
Update: in progress work to support ReadOnlySpan<byte> in NetWrite
- Rust.SourceGenerator updated to support ReadOnlySpan<byte>-like types in RPC sigs
- NetWrite pipes most byte[] calls to ReadOnlySpan overload
Still need to cleanup and figure out if IStreamWriter is needed
Tests: editor compiles
apartment_complex_b_large interior props shadow casters optim
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updated admin visuals on closed status in rentable_shop_A prefab
rentable shops notice box art (displayed on closed shops to visualise admin options)
Determine the exact crash location within the radius as soon as target is locked.
Initial avoidance wip.
Ballista and 50cal animation updates
Matching RRP shadow resolution to BRP shadow resolution when setting shadow quality presets
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m16 3 round burst fire only
Moved conditional meshes to it's own folder
Fixed the depth bias for directional shadows on RRP
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merged 2 objects for LOD0
Added hairstyles to the hair pool
Ponytail/Bun conditionals setup
merge from hackweek_map_incomplete_dl_fix
merge from nvidia_reflex_support_check_fix
merge from static_instruments_offset_fix
take source on floating city prefabs
Loot spawn gen:
bdu pants
m16
Fixed torch using the industrial torch attack sound
fixed supply drop ballistic era
merge from wiretool_cave_fix
Reduced the amount of network override volume added on
152989, for performance reasons
S2P cave_small_hard and cave_large_sewers_hard
Lots of boilerplate for shop renting system
Expose a scrap cost per real time hour and initial fee for opening a shop
Require initial fee and 24 hours of rent to open the store
Deduct rent each hour, evict owner if can't make rent
Rent is stored in VM storage, so successful sales will extend tenancy
Added RentableShop.ProcessRentTick convar that makes all shops pay rent straight away
Automatically add geoclip component when switching terrain renderer enum in editor