5,314 Commits over 1,492 Days - 0.15cph!
Include the player's inventory in their apartment rent calculations so they can't sleep or stand in their room and store items on themselves to avoid paying extra rent
merge from prototype -> apartment_complex_monument
Resolve upkeep terminal in PostServerLoad() instead of inside Load() where the room can load before the upkeep terminal
Make ElevatorStatic partial
Remove guest functionality of apartments: only have owners and only the owners can open and close the doors
- if you want to share apartments with your friends, either be in the room or make a proper base
merge from prototype -> apartment_complex_monument
merge from fix_deepsea_teleport_consistent -> main
Speculative fix for players not consistently being teleported into the deep sea
- grab list of players before PreTeleportEntity() so they are guarenteed to have PostTeleportEntity() called if they unparent when going to sleep before transition
Fix elevator not showing the top floor in the radial menu because the top floor doesn't contain itself inside the list of floors
Change phrase name for apartment breaking in
Set display floor number for basement elevator
Set floor display numbers in the apartment elevator shaft
Add support for elevators to override the display value for their floor number
- still uses indexes to navigate floors but will show "Floor 3" or "Penthouse"
Add icons for elevator floors
update apartment_complex_monument/prototype
merge from prototype -> apartment_complex_monument
merge from main -> apartment_complex_monument
merge from lockpick -> apartment_complex_monument/prototype
merge from fix_server_browser_compression/http_clien -> main
Switch BannedServers over to the shared HttpClient too (even though it's not frequently called)
Fix compile error after merge
merge from main -> fix_server_browser_compression/http_client
Prevent unoccupied rooms from being broken into
- link apartment doors -> apartment on the client
Add support to break into rooms with a master key
- one time use
- takes 10s to break in
- gives 5m access
- can steal stuff from the rooms in that time
- can let yourself out of the room if you are left inside
Add apartment master lock for breaking into apartments
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merge from fix_compile_sim_parallel -> main
Fix compile simulator being slower after adding props file
- rewriting prop file each time causes every project to be marked as dirty
merge from fix_compile_sim_parallel -> main
Time how long it takes to fetch define constants
Cherrypick CS
152617 (prevent dotnet processes lingering & fix MSBuild error messages not being printed)
Fix compile simulator not working in parallel mode
- use CustomBeforeDirectoryBuildProps parameter to pass in a custom props file to overwrite BaseIntermediateOutputPath
- accomplishes the same thing as passing in the BaseIntermediateOutputPath parameter used to
- each platform is now in /Temp/CompileSimulation/{Platform} again like it used to be
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Also set telephones to be always powered
- was setting them to not require power but that was only applying on the server
Set fridge as powered by default inside apartments
Prevent players from picking up deployables inside monuments when they require building permission to pickup (aka all the beautiful entities I spawned inside apartment rooms)
Assign bed to apartment owner after the furniture is spawned in the room (when room is rented)
Use the new method in SleepingBagCamper too
Refactor SleepingBag so code can reassign bags outside of RPC calls
Set upkeep terminal to only accept scrap (in the prefab)
Fix NRE from static list of client apartment buildings not being cleared when disconnecting
- put it inside EntityRealmClient so it's cleared along the main list of entities
merge from fix_baseentity_query_nre -> main
Call BaseEntity.Query.Server.Remove() earlier inside DoServerDestroy so if it does throw an NRE later in OnServerDestroy it's still removed from the lookup grid
Fix BaseEntity.Query not checking if the entity is null / destroyed (to prevent entities that fail to be destroyed from breaking queries)