139,645 Commits over 4,383 Days - 1.33cph!
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
Improve null checks (not only check if parent nav is null, but also if it's build, and if the build did not fail)
Fixed the variance shadow map filtering for cached shadows
merge from playerrigupdate2
Rename overrideDirection to overrideDirectionWS to make space clearer
Akin pass for scarecrow outfit
Fix rotation treating navspace as worldspace in move()
*Fix nav sample not respecting parent navmesh transform for fallback physics query
*Start abstracting space transforms so only the agent worries about the spaces, not the fsm, less boilerplate and hopefully less room for mistakes
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Converted the min and max framerate settings for cached shadows to convars as they shouldn't be set per light
setup 3p/world model anims for crossbow bowless weapon
Fix workbench inventory eating scrap
Prefix all logs so it's clear which one come from unity navmesh and from the new navmesh
Merge from new_achievements_apr26
Split RustNavMeshAgent class in more files (separate unity API from custom stuff)