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134,671 Commits over 4,444 Days - 1.26cph!

Today
Enabled GPU instancing for blocker materials. More work on stacked terminals stage 1
Today
Use lower network range on a bunch of apartment entities / furniture
Today
Merge from main
Today
re-add stomped audio prefabs
Today
Fixed merge from pre-merge commit
Today
subtract screwed up merge so we can try again (apartment_complex_core turned into a prefab variant of a water barrel??)
Today
Fixed VMO errors on server restart
Today
Added a close shop option to the rentable shop, immediately closes the shop and transfers all inventory to the player immediately
Today
merge from main/apartment_complex_monument
Today
Can now access admin panel from anywhere when looking at a rentable shop if the shop is open (still need to look at the contract sign to open a store)
Today
InitialScrapFee 260 -> 100 Required hours of rent upfront 24 -> 12 Default cost to open a store is now 220 (was 500) Fixed some inconsistencies on the open store dialog for hours of rent required
Today
merge from prototype -> apartment_complex_monument
Today
Fix the second safezone check inside Hurt() blocking damage when inside apartment room - the check that prevents players inside a safezone damaging players outside a safezone - this should be handled inside the first safezone damage check
Today
merge from cannon_mortars_subsystems
Today
Fix mortars getting stuck in firing loops in demos
Today
Make the safezone checks in OnAttacked() only run on the server in CLIENT + SERVER mode (as it's confusing when it runs on client entity but coincidentally does nothing)
Yesterday
test spray
Yesterday
Fix players being marked as hostile the second they leave their apartment room because the timer for holding their weapon was counting up inside the room
Yesterday
Fix TriggerSafeZoneOverride not being partial
Yesterday
Add `clearhostile` command to reset your hostile timer - refactor `MarkHostileFor()` by adding `SetHostileDuration()` so I can clear hostile time instead of only adding onto hostile time
Yesterday
Fix missing collider physics materials on 13 entities across the apartment complex
Yesterday
Allow players to hold their weapon inside their apartment room
Yesterday
Fix vitals showing both safezone & combatzone after changing CombatZone to a flag
Yesterday
Don't show "you must put away your weapon" when inside your room
Yesterday
Make it impossible to be marked hostile when inside your apartment room (combat, shooting, whatever)
Yesterday
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Yesterday
brightend up emissive
Yesterday
fireflies, firearms, explosions, mushrooms, emissives for all
Yesterday
Also allow looting the bodybag corpses too inside the rooms
Yesterday
Allow looting player corpses inside apartment rooms too
Yesterday
Slightly repositioned check in here text (made it more centred) Scene2prefab
Yesterday
Rename helper method
Yesterday
Added a bit more dressing to the check in desk room
Yesterday
Allow combat damage explicitly between two people inside the same room / hostile trigger
Yesterday
Change approach to allowing combat inside the safezone - still consider them inside a safezone regardless where they are in the apartment monument - only whitelist actions we care about + filtering to be safer than fully disabling safezone serverside completely
Yesterday
merge from npc_turret_interference_fix
Yesterday
Remove unnecessary check
Yesterday
merge from npc_turret_interference_fix
Yesterday
Stop autoturret interference from being applied to npc sentries and making random turrets in the apartment complex not shoot anyone
Yesterday
RRP ReflectionProbeEx + vclouds rendering into it
Yesterday
stacked terminals blocker WIP
Yesterday
Dart mini game animation and event updates
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
Get rid of autoclosing when owner opens their door, I thought it would be better but it's so annoying - you will remember to close your doors behind you once you live in the apartments for a bit
Yesterday
Switch to having combat zone driven by a player flag instead - was akward having the server metabolism driving the safezone flag but the client using the hostile zone triggers - wasn't syncing properly when leaving the hostile area and entering safezone again because the server would wait up to 2 seconds to tell you were in a safezone again so you wouldn't see safezone or combatzone vital
Yesterday
Delete leftover bulky sofa prefab, replace with a regular static sofa
Yesterday
Fixed gestures and misc animations not working
Yesterday
Fixed all old controls now that we're using the new input system. Only allow freecam when we don't have any camera options toggled
Yesterday
Fixed pixel thin gaps between geometry
Yesterday