136,518 Commits over 4,444 Days - 1.28cph!
merge from apartment_complex_monument
Base/Player/Horse modifier system pooling
merge from apartment_complex_monument/terminal_ui
Re applied apartment_complex_wing.prefab changes
S2P apartment complex
merge from apartment_complex_monument
Added missing loc
Removed mockup assets
4:3 and 21:9 aspect ratio fixes
Merge from weaponracks_prefabattribute
Setup hurt overlay effect and script with RRP
Setup vignette and sharpen effect and script with RRP
Merge vignettes into one effect
Merge from MonumentBlockers
merge rust_relay_server -> main
Added addtional details to RustRelay socket resets
Adding world model rig for binoculars
Fixed Half Height Industrial Shelves not showing in Conveyor filters
Merge from MonumentBlockers2
Codegen, localization, manifest
Restore Recycler change from apartments
Make renderscale effect RRP clone asset
Merge from main (protobuf message rejig for conflicts)
Merge from monitor_screens
S2P + HLOD aparmtent complex monument
apartment_complex_merge -> main
revert sav++ to main, bump protocol
apartment_complex_monument -> apartment_complex_merge
Added a GameobjectLOD for mailbox numbers
Created a ShadowProxyChecker tool that finds all shadow proxies in the curent scene that have no MeshCull component (Tools > Find > Shadow Proxies Without MeshCull)
Fixed all cases in apartment block monu monument (291)
Added Renderer batch where simple primitive cubes have been used, shaves another 200 shadow casters off when standing at the entrance
Update vendor conversation
Fix remaining rooms not updating when using rentallrooms
Added GameObjectLOD to the apartment door numbers, they were always rendering
Added MeshCulls to doormats, they weren't being picked up by the CullingVolume because they had no LOD component
Fixed shipping_container_900_yellow shadow proxy missing a MeshCull
Fixed incorrect LOD setup on a lot of glass meshes
Fixed a bunch of streetlights with an extra mesh applied that had no LOD component
Fixed missing MeshCulls on shadow proxies on every rentable shop
SetPass calls 1423 -> 1170, Shadow casters 1754 -> 1514, Batches 2931 -> 2500
Add CanAffordApartment and CanAffordUpgrade conditions so we can get rid of hardcoded HasScrap sprinkled in conversations that are a pain to update when changing apartment prices
- change all the conditions in the conversation too
Fix remaining rooms left not being loaded on the client after network update
Update vendor conversation
Also interpolate the dialog options (so you can see how many of each room are left when selecting a room)
Switch ApartmentConversationSize -> ApartmentSize so conversations and apartment logic use the same enum
- this leaves the "Any" option of ApartmentSize only used for conversations but that seems better than the trap of needing to make sure both enums have the same values
Add "OwnsApartment" conversation condition so allow separate conversation options for upgrading from small -> penthouse and medium -> penthouse
- I think originally I was going to do this all in code but never hooked up different conditions
Update conversation with new phrases but it keeps deleting some of the failed speech nodes
Add the interpolation to the ApartmentVendor & SyncVar the ApartmentBuilding to it so it can apply prices to conversation
Add support for simple conversation interpolation
- only for apartment vendor to interpolate special values like {small_cost} (not the ability for the server to send generic values and interpolate with {0} yet)
Assign costs in apartments prefabs and lower to sane values (STILL PLACEHOLDER)
Scrap
- Basement = 100 purchase, 25 upkeep
- Standard = 200 purchase, 50 upkeep
- Penthouse = 400 purchase, 100 upkeep
Update apartment building manager to reference apartment room prefabs
Store the purchase cost inside the apartment prefab instead of in the building manager because it's confusing to configure the rent in the apartments but the purchase cost elsewhere
Fix upgrading apartments not taking scrap from the player
- automatically calculate the difference in cost based on the apartment chosen (rather than hardcoding upgrade costs)
Possible EmissionToggle NRE fix
Added a button on MeshLOD to add a missing MeshRenderer and MeshFilter
Fixed poker chip meshes not using LODS at all so were showing all 3 lods at the same time (and not culling ever)