136,482 Commits over 4,444 Days - 1.28cph!

Today
Add CanAffordApartment and CanAffordUpgrade conditions so we can get rid of hardcoded HasScrap sprinkled in conversations that are a pain to update when changing apartment prices - change all the conditions in the conversation too
Today
Fix remaining rooms left not being loaded on the client after network update
Today
Update vendor conversation
Today
Also interpolate the dialog options (so you can see how many of each room are left when selecting a room)
Today
Switch ApartmentConversationSize -> ApartmentSize so conversations and apartment logic use the same enum - this leaves the "Any" option of ApartmentSize only used for conversations but that seems better than the trap of needing to make sure both enums have the same values Add "OwnsApartment" conversation condition so allow separate conversation options for upgrading from small -> penthouse and medium -> penthouse - I think originally I was going to do this all in code but never hooked up different conditions
Today
Update conversation with new phrases but it keeps deleting some of the failed speech nodes
Today
Add the interpolation to the ApartmentVendor & SyncVar the ApartmentBuilding to it so it can apply prices to conversation
Today
Add support for simple conversation interpolation - only for apartment vendor to interpolate special values like {small_cost} (not the ability for the server to send generic values and interpolate with {0} yet)
Today
Assign costs in apartments prefabs and lower to sane values (STILL PLACEHOLDER) Scrap - Basement = 100 purchase, 25 upkeep - Standard = 200 purchase, 50 upkeep - Penthouse = 400 purchase, 100 upkeep
Today
Update apartment building manager to reference apartment room prefabs
Today
Store the purchase cost inside the apartment prefab instead of in the building manager because it's confusing to configure the rent in the apartments but the purchase cost elsewhere
Today
Fix upgrading apartments not taking scrap from the player - automatically calculate the difference in cost based on the apartment chosen (rather than hardcoding upgrade costs)
Today
Possible EmissionToggle NRE fix
Today
Added a button on MeshLOD to add a missing MeshRenderer and MeshFilter Fixed poker chip meshes not using LODS at all so were showing all 3 lods at the same time (and not culling ever)
Today
Shopkeeper in store D now sits, removed the chair entity from the hierarchy (just needs a model) Also removed chair entity from shop E
Today
Mailbox font fiddling
Today
First pass of updated Rent store dialog
Today
Migrated floor lighting into existing culling volumes
Today
Change priority of close store option
Today
Added support for automated editor tests that will run on client pipelines. Results will be posted in channel that is configured in fpb-config.json file.
Today
Added apartment tax value to scrap item
Today
Terminal UI progress, cleanup and polish
StagedResourceEntity now supports RendererLOD components as well as MeshLOD Update StagedDestructionEntityInfo to use a GameObjectRef to the source mesh asset rather having to serialize a mesh for each LOD Use the source mesh asset to ascertain which mesh and materials we should apply for each LOD stage Fixes new trolley blocker using the wrong materials when switching destruction stages. Also less faffing around with meshes in the editor than before Update all StagedResourceEntity prefabs so they work as before
Today
Merge from main
Today
graffiti floor albedo and emissive tweaks as they were bleeding across tiling
Today
rendered out wallpaper icons, fixed bad tiling on mushrooms
Today
S2P apartment complex testlist
Today
merge from main
Today
Add custom loot panel title "Mailbox of room <room number>" to the apartment mailboxes, was easy to send mail to the wrong one by accident Phrases
Today
Added TOD toggles for Dawn/Noon/Dusk/Night using sun/moon icons
Today
tweaked to emissives, glowing patterns wallpaper
Today
Make the mailbox number font size slightly smaller if its a 3 digit room number
Today
Fully reordered / renamed all rooms across the apartment complex Numbers make more sense, organized everything in the prefab Did the same for all the mailboxes, and disabled 2 unused mailbox entities
Today
First pass on water treatment plant maintainables - spawning pipes around the map, with spigots that dispense water like a water barrel - WIP maintenance actions, currently set up as powered by powergrid + switch on intact tank in monument
Today
Setup ToD toggles in code. TODO: ToD buttons on the canvas
Today
New "Toggle triangle counts" button that toggles a text window underneath with tri counts broken down by Player, Viewmodel, Worldmodel, Entity, Total. Works with the currently toggled LOD
Today
gamesroom minifridge - updated game model - updated prefab - added emission / internal fridge lighting - updated textures - updated materials
Today
Allow freecam to go up/down using E/Q too (this is on top of existing leftshift/ctrl)
Today
Ensure the viewmodel always spawns at a fixed location and not at wherever the orbit camera is currently
Today
button to loop the selected animation
Setup culling volumes for props inside the communal interior areas Connected volumes as scene overrides Scene2prefab
Today
Re-add teleporting players into their rooms instead of killing them after being offline for 20m in the safezone because it got stomped?
Today
merge from main
Today
Character Animation and Skin Viewer scene now supports LOD toggles with new buttons
Today
merge from charity_plushies_fixes
Today
Change breakinseconds from 10s -> 30s - fix convar being a ServerVar instead of a ReplicatedVar - fix MenuOption not reading the replicated convar
Today
merge from water_ssr_scaling_fix
Today
merge from attachment_charms/ui
Same thing for the second entry way
Today
Terminal UI code baseline Computer station in the basement now opens the apartment terminal