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5,208 Commits over 1,492 Days - 0.15cph!

4 Hours Ago
merge from apartment_complex_monument -> main
4 Hours Ago
merge from prototype -> apartment_complex_monument
Today
More conversation work
Today
Increase maximum conversation options from 4 -> 6 (even if they are filtered out) - surely this won't break anything right
Today
Ensure apartment sizes are translated properly
Today
merge from apartment_complex_monument/prototype -> main
Today
Fix compile error from random using statement being added
Today
Add more conversation options for "you are staying in room {0}" and "how do I pay rent?"
Today
Update conversation options for apartment vendor
Today
Add support to interpolate "{my_room_number}" to show what room you are in
Today
merge from apartment_complex_monument -> main
Today
merge from prototype -> apartment_complex_monument
Today
Fix compile error
Today
Make apartment elevator no longer a variant so it can be switched to the ApartmentElevatorLift class
Today
update apartment_complex_monument/prototype
Today
Hoist the radial menu for the apartment elevators into it's own ApartmentElevatorLift class so it can't affect other elevators in the game (safer)
Today
Fix players not being teleported to their room after scheduled death in safezone - check safezones manually as when you sleep you aren't part of any triggers - fix players not falling when teleported to their room when sleeping - add "scheduleddeath" command to test the scheduled death instead of waiting 20m -
Today
Add 4hrs of rent to the upkeep terminal when renting a room so that it doesn't how "Rent Due" when you first buy a room - convar "apartmentfreerenthours"
Today
merge from apartment_complex_monument -> main
Today
update apartment_complex_monument/prototype
Today
merge from main -> apartment_complex_monument
Today
merge from main -> apartment_complex_monument
Today
merge from prototype -> apartment_complex_monument
Today
Update vendor conversation
Today
Fix remaining rooms not updating when using rentallrooms
Today
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
Yesterday
Fix remaining rooms left not being loaded on the client after network update
Yesterday
Update vendor conversation
Yesterday
Also interpolate the dialog options (so you can see how many of each room are left when selecting a room)
Yesterday
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
Yesterday
Update conversation with new phrases but it keeps deleting some of the failed speech nodes
Yesterday
Add the interpolation to the ApartmentVendor & SyncVar the ApartmentBuilding to it so it can apply prices to conversation
Yesterday
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)
Yesterday
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
Yesterday
Update apartment building manager to reference apartment room prefabs
Yesterday
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
Yesterday
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)
Yesterday
Re-add teleporting players into their rooms instead of killing them after being offline for 20m in the safezone because it got stomped?
Yesterday
Change breakinseconds from 10s -> 30s - fix convar being a ServerVar instead of a ReplicatedVar - fix MenuOption not reading the replicated convar
Yesterday
update apartment_complex_monument/prototype
2 Days Ago
merge from prototype -> apartment_complex_monument
2 Days Ago
Fix the second safezone check inside Hurt() blocking damage when inside apartment room - the check that prevents players inside a safezone damaging players outside a safezone - this should be handled inside the first safezone damage check
2 Days Ago
Make the safezone checks in OnAttacked() only run on the server in CLIENT + SERVER mode (as it's confusing when it runs on client entity but coincidentally does nothing)
2 Days Ago
Fix players being marked as hostile the second they leave their apartment room because the timer for holding their weapon was counting up inside the room
2 Days Ago
Fix TriggerSafeZoneOverride not being partial
2 Days Ago
Add `clearhostile` command to reset your hostile timer - refactor `MarkHostileFor()` by adding `SetHostileDuration()` so I can clear hostile time instead of only adding onto hostile time
2 Days Ago
Allow players to hold their weapon inside their apartment room
2 Days Ago
Fix vitals showing both safezone & combatzone after changing CombatZone to a flag
2 Days Ago
Don't show "you must put away your weapon" when inside your room
2 Days Ago
Make it impossible to be marked hostile when inside your apartment room (combat, shooting, whatever)