136,843 Commits over 4,444 Days - 1.28cph!

Yesterday
Subtract 156029, too many shadow issues
Yesterday
Merge from apartment_complex_monument
Yesterday
Yesterday
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
Yesterday
Much more aggressive LOD transitions on rentable shops
Yesterday
Include the lighting prefabs in the furniture list that gets disabled when an apartment is occluded, fixes the lighting prefabs always rendering
Yesterday
Caught a light with a missing LOD component
Yesterday
Merge from apartment_complex_monument
Yesterday
Yesterday
Fixed button inside security room not opening door
Yesterday
Fixed disabling domain reloads breaking renting rooms due to static telephone manager fields
Yesterday
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
Yesterday
More LOD fixups Should be no more loose components
Yesterday
3p gesture animation update
Yesterday
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
Yesterday
Fix paintable sign inserts not being covered in raid windows
Yesterday
Fixed elevator floor nr consistency
Yesterday
Changed one decal slice to match the apt numbers.
Yesterday
Converted some static structures to RendererLods/MeshLods Rentable shop signs, window_penthouse_flat_opaque, Caboose_ground_junk_straight_b/c
Yesterday
Merge from main
Yesterday
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
Yesterday
Basement improvements.
Yesterday
merge from apartment_complex_monument -> main
Yesterday
Basement apt numbers WIP. Fixed basement apt doors having a see-thru gap.
Yesterday
Medium apt labels & related corridor lighting tweaks.
Yesterday
Fix static elevator lift "raise single floor" menu being stomped in CS 154047
Yesterday
Yesterday
Merge from main
Yesterday
update from main
Yesterday
supermarket freezer mesh and texture updates
Yesterday
Fix condition failed speech node data being wiped if the standard resulting node is unset
Yesterday
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Yesterday
merge from apartment_complex_monument -> main
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
Fix eject position not assigned on the small apartment Move a few things under furniture root
Yesterday
Slightly shrink size of combat zone triggers in apartments to avoid triggering teleport when player is walking into the invisible barrier
Yesterday
gamesroom shotgun trap - greybox added - intial prefab setup - item created - icon created - material created - ran localization & manifest
Yesterday
Fix apartment entities missing from manifest entity list too
Yesterday
Update apartment prefabs (labels updated from manifest)
Yesterday
Update manifest (apartment entities got lost?)
Yesterday
Lower slots of bathroom sink & medicine cabinet from large box -> small box
Yesterday
Implement RemoveAllPlayers() to teleport all the players out of the room when the lease expires / apartment is checked out
Yesterday
Rename DailyScrapUpkeep -> CachedDailyUpkeep to make it more clear
Yesterday
Fix initial scrap not being added to upkeep terminal because the upkeep terminal isn't a part of the list of furniture
Yesterday
Limit func_ladder dismount search count per ladder * So if using silly console commands the game doesn't lock up trying to check the known universe for dismount points Barnacle tweaks * Prevent barnacles trying to grab PhysGun frozen props since they'd be unable to grab those props and will just keep tugging at them forever * Heavy and frozen props will cause barnacle tongue to float above said props, not go through them * Try to prevent rare barnacle crash Minor cleanups Fixed Fast Headcrabs using Normal Headcrab health convar Fixed Think hook serverside running even if last curtime is same as current Added timer.IsPaused Minor cleanup: Make IsEntity an actual alias internally Switch Lua timers to double curtime * Seems like an important system that should have this Merged Pull Requests * Spawnmenu localized search * Turkish localization updates for TTT * Consistent stripping of bogus characters from server names * Lua implementations of TypeID and is<type> globals Added new argument to steamworks.FileInfo - bool extraInfo * If set, "description" will be up to 8000 bytes long (255 is the default), and "extra_previews" data will be fetched and returned Block some snd_ and dsp_ cvars that save to config
Yesterday
First pass on gear boxes for maintaining water treatment plant tank - Insert gears into gearbox - When gears are present, valve wheel can be turned - Turning valves increases pressure in water tank - WIP: Above certain threshold, tank is active and begins to produce water.
Yesterday
Add features to ItemBasedFlowRestrictor, to prepare for water treatment plant gear boxes - option to destroy 1 passthrough item every x seconds, instead of decaying condition - option for locking inventory once passthrough items have been inserted (cannot be removed)
Yesterday
Fix apartment oven in the penthouse being called "large furnace" in the loot panel instead of "Oven"