12,114 Commits over 2,527 Days - 0.20cph!
Merge from apartment_complex_monument
Added a blocker to the front and back entrances of the apartment block to stop vehicles entering
Clean up some logs
Fixed rented vending machines not recording stats
Don't show the disconnect in safe zone warning if the player is inside their apartment
Fixed front door not being closed on apartment check out after a server has restarted
Merge from apartment_complex_monument
Update bounds of apartment complex monument to match visual bounds (was at default?)
Fixes some stray auto turrets being left behind in hardcore
Fixed not being able to enter a room as a team member
Possibly fixed shopkeeper in rentable shop sometimes facing the wrong way
Added a shop number field to rentable shops, may hook it up to a visible number at some point
Items stored in a rentable shop due to the store being closed/taken over will now be deleted after 24 hours (realtime)
See RentableShop.MaxStoredItemsDurationMinutes convar, as well as AdditionalCheckTimeHoursDebug for debugging/testing
Any save files loaded after this changeset will clear any pre-existing stored items after 24 hours from the point of load (since we weren't saving the timestamp)
If a player has their items stored multiple times in a 24 hour window the original deadline will apply, it cannot be extended
Merge from apartment_complex_monument
Fixed small apartment eject position not hooked up
S2P
Fixed not being able to break into shops due to interact duration mismatch
Break in time for shops now also uses ApartmentCommands.breakinseconds convar instead of being hardcoded to 10s
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