155,760 Commits over 4,536 Days - 1.43cph!
Merge from balloon_clump_lod_distances
Merge from recycler_ammo_fix
Merge from floor_frame_grill_fix
Merge from ladder_hatch_sfx_range
Reassign all animations on Scientist2 controller to new player model anims
Still some issues while spriting, but no weapon issues
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
Updated boat vendor with player boat items
s2p all floating cities, swapped vending orders for boat vendor on FC3 and 4
WIP new items for sale for the floating city, from april quickfire
Remove recently added DebuggerBreak call
Lets try shipping 64bit tools for testing
Minor changes to entity classes
Deletes C_BaseAnimating.m_bNoModelParticles (unused)
Makes C_BaseEntity::m_fEffects, m_nRenderMode and m_nOldRenderMode private
Removed C_BaseAnimating.SaveRagdollInfo, RetrieveRagdollInfo, m_bStoreRagdollInfo
Moved some private/protected members around a bit (C_BaseEntity, C_BaseAnimating)
Remove surface.GetScissorRect hack in ModelPanel
Minor cleanups
Switch BroadcastLua stuff to a net message
* Currently limited to 6K characters
Print in chat when they get a room until we sort out conversation fully
Remove more junk from prototype room number prefab
Implement protobuf data for room numbers
Add digital sign prefab as a placeholder room number sign so you can see which room is which
- text will be set to the room number when loading on the client
Continuing work on the UI
- Text components
- Input fields
Assign room numbers manually inside `apartment_complex_wing.prefab` so it has more control going forward
- small apartments 101 - 116
- medium apartments 201 - 608
- large apartments PH1 - PH6
Allow apartments to have room numbers assigned in the prefab
- ignore the original version that assigned room numbers in code because I am a programmer
Somehow apartment vendor loadout got deleted
merge from planter_reskin_water_fix
Fix planter boxes not receiving water after being reskinned via spray can
merge from server_browser_refresh_fix
Fix refreshing the community tab in the server browser duplicating listings in the modded tab
merge from computer_station_IO
update apartment_complex_monument/prototype
Fix .meta files that were trying to create random folders
merge from PlayerRigUpdate2/Hair_Fixes
Some niche fixtures that I missed.
Scene
merge from main -> apartment_complex_monument
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Add apartment vendor to monument
Fix apartment room prefabs
Configure apartment vendor
More functionality and fixes
Lumberjack entity pickaxe fixes
- fixed z fighting issues
- updated lod settings
- updated holstered position to fix clipping
Renamed bitumen roof, window atlas and glass block textures to use new naming conventions
Male head re-exports to fix lods missing extra UV channels
Merge: from triggerparent_jobs_isinside
- Buildfix
Tests: built server locally
Clean: add a reference to unity's issue tracker
Tests: none, trivial change
Buildfix: use JobHandle.IsValid extension instead of comparing to default directly
- add the above extension
Tests: built server locally