139,369 Commits over 4,474 Days - 1.30cph!

31 Days Ago
Allow player 2 to be filled by the same player for solo play (regression)
31 Days Ago
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
31 Days Ago
implement actual turn in place on the player animation controller with blend trees
31 Days Ago
- 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
31 Days Ago
merge from glowing_wallpapers
31 Days Ago
fixed wrong name / description on graffiti concrete bend
31 Days Ago
merge from spawn_terrainignore_fix
31 Days Ago
Fixed an issue where various effects on the camera weren't being updated correctly in the build when RRP was enabled
32 Days Ago
Added Darts Mat Model, Textures and GIBS Setup Darts Mat Prefab and LODS Added Darts Mat as a placeholder in the Dart Board Prefab
32 Days Ago
Updating cached materials for supply signal
32 Days Ago
merge from main
32 Days Ago
Merge from main
32 Days Ago
merge rust_relay_server -> main
32 Days Ago
Stricter water checks
32 Days Ago
merge main -> rust_relay_server
32 Days Ago
merge from main
32 Days Ago
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.
32 Days Ago
merge rust_relay_server/remove_serversubscriptions -> rust_relay_server
32 Days Ago
fixed skinned mesh on prefab exporter
32 Days Ago
merge from main
32 Days Ago
First pass animations and set up for the supply signal refresh
32 Days Ago
apartment complex s2p
32 Days Ago
removed computer room stuff from the apartment broken wing prefab as it has moved to basement
32 Days Ago
optimizing a bunch of prefabs for better occlusion
32 Days Ago
apartment complex s2p
32 Days Ago
small amount of detail added to computer room in basement moved basement corridor mesh itself into culling volume
32 Days Ago
Subtract 156029, too many shadow issues
32 Days Ago
Merge from apartment_complex_monument
32 Days Ago
32 Days Ago
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
32 Days Ago
Much more aggressive LOD transitions on rentable shops
32 Days Ago
Include the lighting prefabs in the furniture list that gets disabled when an apartment is occluded, fixes the lighting prefabs always rendering
32 Days Ago
Caught a light with a missing LOD component
32 Days Ago
Merge from apartment_complex_monument
32 Days Ago
32 Days Ago
Fixed button inside security room not opening door
32 Days Ago
Fixed disabling domain reloads breaking renting rooms due to static telephone manager fields
32 Days Ago
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
32 Days Ago
More LOD fixups Should be no more loose components
32 Days Ago
3p gesture animation update
32 Days Ago
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
32 Days Ago
Fix paintable sign inserts not being covered in raid windows
32 Days Ago
Fixed elevator floor nr consistency
32 Days Ago
Changed one decal slice to match the apt numbers.
32 Days Ago
Converted some static structures to RendererLods/MeshLods Rentable shop signs, window_penthouse_flat_opaque, Caboose_ground_junk_straight_b/c
32 Days Ago
Merge from main
32 Days Ago
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
32 Days Ago
Basement improvements.
32 Days Ago
merge from apartment_complex_monument -> main