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Print error if upkeep terminal isn't found when calculating rent so we don't get kicked in editor
Add upkeep terminals to all the apartment rooms
Merge from viewmodel_early_disable_fix
Applied to other grenade types, bandage and medical syringe
Add the "Rent Due" vital to `GameUI.Hud.Vitals` and shift all the existing vitals so you can see them all in the editor
Add new vital for "Rent Due" and show it when they don't have any upkeep time paid for
Start moving physics overlaps to use scheduling, with OverlapSpheres / OverlapCapsules now returning a JobHandle, existing integrations immediately call Complete for the time being
- antihack and gamephysics consistency tests pass
Update: repack player cache and dependent state as players are removed
Should allow us to clean up a bit of indirection and optimize things further
Tests: 2p session on Craggy with disconnects and being kicked for flying under terrain
Reprocess apartment upkeep terminal prefab
Add protobuf reference from ApartmentRoom -> Upkeep terminal
Include the code we removed when splitting into files
merge from darts_minigame -> game_room_dlc/darts_game
(better parent branch for sharing code)
Split apartment room code into multiple files and subscribe for inventory updates from all furniture so we can recalculate upkeep every time it changes
- same code as TC that debounces the updates to only recalculate 1x per second
- this shouldn't be too many updates: without industrial the only time upkeep will recalculate is when paying for upkeep or a player is actively in their room looting
Start making upkeep terminal entity for apartments
Add upkeep terminal to medium apartment so there is a place to store scrap for upkeep (rather than it magically taking it out of a chest) and see how much your daily upkeep (rent) is
Swap the small apartment from the loot crate prefab to a small wooden box so it has something to store items
Fix issues with camera reset lerp
merge from efurnace_emission_fix
workshop and emission toggle HDR potential fix (for efurnace)
Added new input system package
Yolo updated the unity.ugui package to latest available version
Re applied our custom changes on top, seems to work
2/2
Yolo updated the unity.ugui package to latest available version
Re applied our custom changes on top, seems to work
Tone down the emoji scale
Fix emoji picker being hidden underneath the stats menu
- FIx emoji overlay being offscreen
- FIx emojis not being rendered correctly in the shop name input box
Fix sold out being shown when entering a buy amount greater than the amount inside the machine
Fix dragging item being stuck on the screen when closing the vending admin UI
merge main -> rust_relay_server
Fix existing sell order on modify clicked NRE
Add support to seperate different skins into seperate vending listings.
Eg you can sell a skinned ak in a different listing than a regular AK.
This is optional and can be toggled on a machine by machine basis in the new UI.
Updating heavy plate armour skinning
setup AK to use flatback charms, setup backpack with flatback variant
pooltable_and_dartboard_models -> game_room_dlc
Updating knight armour helmet skinning
merge from tincanalarm_v2
Cant open tin can alarm when building blocked
Removed unknown region log spam in editor
Clean: projectiles now internally iterate over their cache rather than instance list
Tests: unit tests, 2p on craggy
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
updated tier 1 and 2 workbench lod distances to match tier 3
both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
on the right branch this time
- HeldEntity and BaseViewModel now find and cache which anim clips are valid for persisting in PreProcess rather than in DoPrepare and being serialized to each prefab. Makes it easier to quickly test in editor and no prefab diffs
- General cleanup of the code
- Fix not checking if the animation controller playable is valid in PlayerModel.IsGoingToPlayClearHoldTypeAnim
- Remove some garbage allocs in AnimationEvents
- In AnimationEvents.TryCacheEventReceivers always check its parent for any other IAnimationEventReceiver. No current viewmodel for which this would have been a problem for, but because it can support more than one event receiver felt like a bug waiting to happen
updated tier 1 and 2 workbench lod distances to match tier 3
both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
merge from automated_testing