12,100 Commits over 2,527 Days - 0.20cph!
Merge from apartment_complex_monument
Fixed missing eject position on medium apartment
Remove turrets from all monuments marked as a Town (not just safe zone) in hardcore mode
Fixes turrets persisting in hardcore apartments as it's not marked as a safe zone
Clear hostile time when spawning inside the apartment (so you don't get killed immediately as you leave the room if you died in combat)
Can break in to a room even if the door is open (to remove the invisible blocker)
Fixed invisible colilder not updating if the player was already in the trigger volume when breaking in (which was always)
Fixed invis door team check passing if the player is in any team (was caught on the server anyway, but this is still a nicer fix)
Merge from apartment_complex_monument
Merge from apartment_complex_monument
Mostly fixed invisible door logic, now gets fully disbaled when a break in occurs
Requires player to step back and then forwards to re-enter trigger bounds, will fix later today
Can no longer reassign beds in apartments
Fixed not being able to use the painted sign in the penthouse
ApartmentDoor.Load NRE fix
Subtract
156029, too many shadow issues
Merge from apartment_complex_monument
Added a tool to find all shadow proxies that have a cull distance greater than the cull distance of their parent, fixed some cases (Tools/Find/Shadow Proxies Culling Too Early)
Converted the bus to a RendererLOD setup
Much more aggressive LOD transitions on rentable shops
Include the lighting prefabs in the furniture list that gets disabled when an apartment is occluded, fixes the lighting prefabs always rendering
Caught a light with a missing LOD component
Merge from apartment_complex_monument
Fixed button inside security room not opening door
Fixed disabling domain reloads breaking renting rooms due to static telephone manager fields
Replace 0 with O on the door label if the door is in the basement
Add · to both sides of the door label if the door is in the penthouse
More LOD fixups
Should be no more loose components
Converted some static structures to RendererLods/MeshLods
Rentable shop signs, window_penthouse_flat_opaque, Caboose_ground_junk_straight_b/c
Merge from occlusion_culling_toggle_fix/batch_culling_fixes
Fixes MeshCull components not properly disabling when culled by occlusion culling
Fixed renderers with Rendererbatch components not being included in the culling system, even if they don't meet the batching reqs (submeshes, r/w, vert count, etc)
Can be toggled via graphics.useDetailedRendererBatchCullingCheck for a/b testing (on by default)
Our benchmarks show an occasional slight decrease in max frame rate but a moderate increase in low frame rates (slighty lower ceiling ceiling, higher floor)
Also includes a speculative fix for an index out of range error some players were experiencing
Merge from apartment_complex_monument
Fixed rentable shop vending machines still being drone accessible despite UI saying otherwise
Added master key to produce exchange vendor in bandit town
1000 scrap, affected by demand pricing so starts at 2000 (+100%)
Only one available, restocks every 12 IRL hours
VERY PLACEHOLDER values
Merge from projector_disable
Removed/disabled almost all instances of Projectors
Disabled on all Lighting prefabs, mostly used in underwater labs
Disabled on all MotorRowboats and disabled their Update loop
Added a GameObjectLOD component to the above ground pool, this is now the only place we use projectors in the game (it was the only place I could see an actual visual difference)
S2P large oil rig
Deleted AboveGroundPool_DeleteMe prefab entirely (only took me 6 years)
Merge from softcore_updates_july_26
Don't apply softcore gather rates to diesel pickups
Quarry is affected by softcore gather rate
Added ability to change scale of spray skins, exposed on SteamInventoryItem as SprayScale
Fixed Signage inspector not showing manifest info
Fixed remove all option not working on rentable shops
Merge from apartment_complex_monument
S2P apartments to make sure sign changes get picked up