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5,465 Commits over 1,553 Days - 0.15cph!

2 Months Ago
merge from main -> apartment_complex_monument
2 Months Ago
merge from lockpick -> apartment_complex_monument/prototype
2 Months Ago
merge from fix_server_browser_compression/http_clien -> main
2 Months Ago
Switch BannedServers over to the shared HttpClient too (even though it's not frequently called)
2 Months Ago
Fix compile error after merge
2 Months Ago
merge from main -> fix_server_browser_compression/http_client
2 Months Ago
Prevent unoccupied rooms from being broken into - link apartment doors -> apartment on the client
2 Months Ago
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
2 Months Ago
Add apartment master lock for breaking into apartments
2 Months Ago
merge from fix_compile_sim_parallel -> main
2 Months Ago
Fix compile simulator being slower after adding props file - rewriting prop file each time causes every project to be marked as dirty
2 Months Ago
merge from fix_compile_sim_parallel -> main
2 Months Ago
Time how long it takes to fetch define constants
2 Months Ago
Cherrypick CS 152617 (prevent dotnet processes lingering & fix MSBuild error messages not being printed)
2 Months Ago
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
2 Months Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
2 Months Ago
Also set telephones to be always powered - was setting them to not require power but that was only applying on the server
2 Months Ago
Set fridge as powered by default inside apartments
2 Months Ago
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)
2 Months Ago
Assign bed to apartment owner after the furniture is spawned in the room (when room is rented)
2 Months Ago
Use the new method in SleepingBagCamper too
2 Months Ago
Refactor SleepingBag so code can reassign bags outside of RPC calls
2 Months Ago
Set upkeep terminal to only accept scrap (in the prefab)
2 Months Ago
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
2 Months Ago
merge from fix_baseentity_query_nre -> main
2 Months Ago
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
2 Months Ago
Fix BaseEntity.Query not checking if the entity is null / destroyed (to prevent entities that fail to be destroyed from breaking queries)
2 Months Ago
Fix DeepSeaManager using Destroy() when killing the deep sea after it's disabled instead of Kill() - probably not the cause but better to be safe
2 Months Ago
merge from main -> apartment_complex_monument
2 Months Ago
Fix `immortalProtection` static field inside ProtectionProperties not being cached on the server (because it was only calling IsImmortal() on client in the item info panel - fixes server apartment entities not being set immortal
2 Months Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
2 Months Ago
Fix NRE in PhoneController.Server_AddSavedNumber()
2 Months Ago
Fix apartment upkeep terminal not being immortal
2 Months Ago
Prevent players from reskinning boxes inside monuments - fixes being able to reskin apartment furniture
2 Months Ago
2 Months Ago
Remove logging "Waiting for player to leave"
2 Months Ago
update apartment_complex_monument/prototype
2 Months Ago
merge from main -> apartment_complex_monument
2 Months Ago
update apartment_complex_monument/prototype
2 Months Ago
merge from optimize_train_track_meshes -> main
2 Months Ago
Fix IsAnyLODVisible() not being inverted in OnMeshJobFinished() causing rail meshes to be always deleted instead of only deleted if the LOD was hidden before the mesh generation job finished
2 Months Ago
Fix filter to only generate lowest LOD only checking if filter is null, not if filter is empty - fixes rivers + roads + train track meshes not generating at all
2 Months Ago
merge from main -> optimize_train_track_meshes
2 Months Ago
merge from optimize_train_track_meshes -> main
2 Months Ago
Fix "Double invocation of a deferred action"
2 Months Ago
Fix null check using .Equals() instead of == null
2 Months Ago
Fix CLIENT compile errors
2 Months Ago
merge from main -> optimize_train_track_meshes
2 Months Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
2 Months Ago
merge from apartment_complex_monument -> apartment_complex_monument/prototype