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5,041 Commits over 1,492 Days - 0.14cph!

15 Days Ago
update apartment_complex_monument/prototype
15 Days Ago
Cherrypick 152932, 153053, 153256, 153278, 153279 onto new branch
15 Days Ago
merge from main -> apartment_complex_monument
15 Days Ago
merge from main -> PlayerMaintainedMonuments
19 Days Ago
Subtract the custom network group for the apartment building & floors because default 5s update rate is too slow & even if it updates quicker it will cause more lag spikes and be more complicated than simply improving the culling
20 Days Ago
merge from main -> optimize_train_track_meshes
20 Days Ago
update apartment_complex_monument/prototype
20 Days Ago
merge from main -> apartment_complex_monument
20 Days Ago
merge from fix_additional_projects_slnx -> main
20 Days Ago
Add horse triggers at front door of apartment to prevent people smuggling horses into their hotel rooms
20 Days Ago
Fix compile errors (explicit namespace) after fixing additional projects
20 Days Ago
update apartment_complex_monument/prototype
20 Days Ago
Move work on apartment network groups
20 Days Ago
Fix "Generate Additional Projects" not working due to Unity 6 using .slnx
21 Days Ago
Define floor network groups as bounds in the apartment building prefab
21 Days Ago
Start adding ability for custom network groups in apartment monument - group ids 10 - 19 reserved for apartments - once you enter inside the apartment you subscribe to the overall apartment building network group - each floor has it's own network group - only subscribe to the network group based on the floor you are on (primitive initially, can allow you to subscribe earlier so you don't see popping on elevator)
21 Days Ago
Fix compile simulator not catching all errors (only catching CS errors, not MSBuild errors) Fix compile simulator leaving 10-12 dotnet processes in background for 15m because "-nodeReuse:false" wasn't passed in
21 Days Ago
Fix compile error
21 Days Ago
Increase bounds of the apartment building entity to the size of the apartment complex building (so it doesn't touch the scene)
21 Days Ago
update apartment_complex_monument/prototype
22 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
22 Days Ago
Set apartment phones to not require power
22 Days Ago
Allow `checkoutroom` to checkout other rooms (NPC rooms for example)
22 Days Ago
Also set apartment room phones as "ApartmentStatic" so you the directory is filled between room <-> room
22 Days Ago
Unsaved changes in large apartment
22 Days Ago
Ridable horse
22 Days Ago
Fix placement of phone in small apartment, add to medium & large apartment
22 Days Ago
Give telephones a random number when apartments are rented (like phones usually work) Add all telephone of active rooms to the directory of the static phones outside the apartment (not every monument, only the apartment monument) - allows you to call rooms that are rented + is one way to see which rooms are currently rented
22 Days Ago
Add telephone to small apartment
22 Days Ago
Apartment complex scene set static phones to "apartment phones" with flag + disable scene light baking (can be stomped)
22 Days Ago
Apartment .meta texture files after Unity 6
22 Days Ago
Fix upkeep terminal not being in furniture root in medium apartment
22 Days Ago
Fix scrap in apartment upkeep terminal not being moved when upgrading rooms
22 Days Ago
Restore chat messages when renting room (until adding support in conversation system for it)
22 Days Ago
Fix room upkeep not using min rent
22 Days Ago
merge from fix_hemp_collectable_wind -> main
22 Days Ago
update apartment_complex_monument/prototype
22 Days Ago
merge from main -> apartment_complex_monument
23 Days Ago
Re-enable wind on hemp collectable
23 Days Ago
Fix elevator radial menu not using correct buttons
23 Days Ago
Ridable horse
23 Days Ago
update apartment_complex_monument/prototype
24 Days Ago
Rename PathMeshLOD -> RailMeshLOD, less generic but much clearer what it does
24 Days Ago
Fix the AddToHeightMap at the end of GenerateRailMeshes not having a collider available due to the client deferring the generation of meshes & therefore mesh colliders - still generate meshes for colliders right away on servers - generate the lowest LOD in the rare case that a client is generating a map (and not loading a cached map) - keep PathMeshLOD components disabled until procgen finishes to ensure they don't update LODs mid-map generation and start deleting the colliders
25 Days Ago
Rename CreatePathMeshJob -> PathMeshTemplate to make it clearer
25 Days Ago
Defer the integration of the generated mesh by sending it to the load balance - it would be quick but Unity doesn't letting us assign the UV distribution float manually from C# so we have to call mesh.RecalculateUVDistributionMetrics() on main thread which takes 0.8ms
25 Days Ago
Add `printrails` command to print all the railroad meshes currently active
25 Days Ago
Add profiling markers Destroy mesh instead of assigning to MeshLOD if the railroad LOD is hidden before the mesh generation request finishes
25 Days Ago
merge from main -> optimize_train_track_meshes
26 Days Ago
Fix CommentComponent being reserialized with different line breaks due to Unity clamping yaml string length in prefabs to 80 characters - normalize every line break to \n so it can't change when saved on different platforms - this fixes RidableHorse constantly wanting to be commited