134,080 Commits over 4,444 Days - 1.26cph!
Fixed WallpaperPlanner.CLIENT_ChangeSkin NRE
Fixed needing cloth in your inventory to reskin wallpapers (reskin is free)
Apartments complex scene2prefab
Fixed battering ram middle wheels rotating backwards
merge from localizebindtoken_error_fix
Added the Chromatic Aberration volume component and updated all RRP volumes that should be using the effect
Fixed InputSystem.Keyboard.get_Item error
merge from silencer_loot_fix
updated painting textures
Merge from main - may need to rerun manifest
Prototype cyilnder water volume
Add NPC to damaged wing of apartment prefab (right beside the security room)
Create security guard NPC prefab and conversation
Merge from softcore_updates_jul_26
Fix redirects of default items being included in softcore reclaim (eg. abyss torch)
Default gather rate to 2x
Convert convar to gamemodesoftcore.gather_rate, now only applies in softcore
Bury the timer and or switch under the ground (so players can't press the timer and can only press the button to re-open the door)
Instead of doing the timed lock as a custom entity, implement it with normal IO (Timer + Push Button) and trigger the timer with the NPC
- add `testapartmentsecuritydoor` to fire off the NPC option
Added new GatherRate server convar
Multiplies total resources received from ResourceDispensers and CollectibleEntities
Should cover trees, nodes, collectable plants (not farmed), and harvestable corpses
Add inventory popups for items collected from reclaim functionality of rentable shop
Rename TimedAccessDoor -> TimedLock
Merge from aniso_filtering_texture_fix
Merge from Fix_odd_deployguides
Add CCTV computer station and hidden security room in the damaged part of the apartment complex
Start adding code support for an NPC to grant access to a security system to view the contents of apartment rooms
Fixed rentable shop signs not loading on non owner clients
get binocular effect working in RRP
Don't fail the test if the prefab has a Wearable tag but has no actual wearable (SkinViewer2.prefab for some reason?)
Don't fail the test if disable rig stripping is set to true (fixes some pooling errors with burst cloth)
Added all of the missing pooling components, found 95
Embrace the yeet. Ignore any network position updates whilst the held entity is hidden below the map
Much safer fix for held entities potentially reappearing during gestures when they should be hidden
Attempted fix/refactor of how we hide held entities whilst performing gestures
Held entities are now properly holstered/redeployed instead of being yeeted 1km below the map for the duration of the gesture. The redeploy happens instantly (same as before)
Seems to work okay, seemingly only a few small issues to iron out
Fixed break in menu item throwing server side entityref lookup error
New Wearable pooling test, ensures every wearable has a poolable component
Fix military silencer not spawning in loot
1st floor and mid floor corridors LOD/COL/prefabs
Fix phrases getting lost in a previous merge
Update PhraseContexts.json
fix contact shadows server compile
merge from render_pipeline_testing
merge from prototype -> apartment_complex_monument