141,505 Commits over 4,383 Days - 1.35cph!
WIP new items for sale for the floating city, from april quickfire
Remove recently added DebuggerBreak call
Lets try shipping 64bit tools for testing
Minor changes to entity classes
Deletes C_BaseAnimating.m_bNoModelParticles (unused)
Makes C_BaseEntity::m_fEffects, m_nRenderMode and m_nOldRenderMode private
Removed C_BaseAnimating.SaveRagdollInfo, RetrieveRagdollInfo, m_bStoreRagdollInfo
Moved some private/protected members around a bit (C_BaseEntity, C_BaseAnimating)
Remove surface.GetScissorRect hack in ModelPanel
Minor cleanups
Switch BroadcastLua stuff to a net message
* Currently limited to 6K characters
Print in chat when they get a room until we sort out conversation fully
Remove more junk from prototype room number prefab
Implement protobuf data for room numbers
Add digital sign prefab as a placeholder room number sign so you can see which room is which
- text will be set to the room number when loading on the client
Scale mortar shells, fix shells clipping through mortar when firing, tweak IK curve for loading cannon.
Continuing work on the UI
- Text components
- Input fields
Assign room numbers manually inside `apartment_complex_wing.prefab` so it has more control going forward
- small apartments 101 - 116
- medium apartments 201 - 608
- large apartments PH1 - PH6
Allow apartments to have room numbers assigned in the prefab
- ignore the original version that assigned room numbers in code because I am a programmer
Somehow apartment vendor loadout got deleted
merge from planter_reskin_water_fix
Fix planter boxes not receiving water after being reskinned via spray can
merge from server_browser_refresh_fix
Fix refreshing the community tab in the server browser duplicating listings in the modded tab
merge from computer_station_IO
update apartment_complex_monument/prototype
Fix .meta files that were trying to create random folders
merge from PlayerRigUpdate2/Hair_Fixes
Some niche fixtures that I missed.
Scene
merge from main -> apartment_complex_monument
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Add apartment vendor to monument
Fix apartment room prefabs
Configure apartment vendor
More functionality and fixes
Lumberjack entity pickaxe fixes
- fixed z fighting issues
- updated lod settings
- updated holstered position to fix clipping
Renamed bitumen roof, window atlas and glass block textures to use new naming conventions
Male head re-exports to fix lods missing extra UV channels
Merge: from triggerparent_jobs_isinside
- Buildfix
Tests: built server locally
Clean: add a reference to unity's issue tracker
Tests: none, trivial change
Buildfix: use JobHandle.IsValid extension instead of comparing to default directly
- add the above extension
Tests: built server locally
Apartment vendor conversation
ApartmentBuilding.cs implements actual logic ApartmentVendor.cs checks
Add conversation conditions for being able to rent, upgrade or checkout from your apartment rooms
- filter based on enum size of room
- add support in inspector for the new conditions
Couple small improvements to the conversation dialog graph
- show "Invert" checkbox below condition value
- add left margin so the condition vs action is clearer
Evaluate condition conditions inside ApartmentVendor so the functions aren't buried inside ConversationData.cs
Fixed the issue with not being able to get the near plane for cached spot light shadows
Update: turn GamePhysics.DefaultMaxResultsPerQuery into a server var
- breaking API changes for GamePhysics.CheckSpheres, CheckCapsules, EnvironmentManager.Get
- Ran codegen
Tests: none, trivial change
merge from playerrigupdate2
renamed new binocular texture sets to conform to the new standard
add menu option for no power to show computer cant work without, add item info for power draw
Disabled base layer AO in plywood painted mat to remove weird shadows. Additional shop neon sign
Fixed NRE in pants.knightarmour