reporust_rebootcancel

134,968 Commits over 4,444 Days - 1.27cph!

Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Make renderscale effect RRP clone asset
Yesterday
Merge from main (protobuf message rejig for conflicts)
Yesterday
Merge from monitor_screens
Yesterday
Merge from main
Yesterday
S2P + HLOD aparmtent complex monument
Yesterday
apartment_complex_merge -> main
Yesterday
revert sav++ to main, bump protocol
Yesterday
apartment_complex_monument -> apartment_complex_merge
Yesterday
Added a GameobjectLOD for mailbox numbers
Yesterday
Created a ShadowProxyChecker tool that finds all shadow proxies in the curent scene that have no MeshCull component (Tools > Find > Shadow Proxies Without MeshCull) Fixed all cases in apartment block monu monument (291) Added Renderer batch where simple primitive cubes have been used, shaves another 200 shadow casters off when standing at the entrance
Yesterday
Update vendor conversation
Yesterday
Fix remaining rooms not updating when using rentallrooms
Yesterday
Added GameObjectLOD to the apartment door numbers, they were always rendering Added MeshCulls to doormats, they weren't being picked up by the CullingVolume because they had no LOD component Fixed shipping_container_900_yellow shadow proxy missing a MeshCull Fixed incorrect LOD setup on a lot of glass meshes Fixed a bunch of streetlights with an extra mesh applied that had no LOD component Fixed missing MeshCulls on shadow proxies on every rentable shop SetPass calls 1423 -> 1170, Shadow casters 1754 -> 1514, Batches 2931 -> 2500
Yesterday
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
Yesterday
Fix remaining rooms left not being loaded on the client after network update
Yesterday
Update vendor conversation
Yesterday
Also interpolate the dialog options (so you can see how many of each room are left when selecting a room)
Yesterday
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
Yesterday
Update conversation with new phrases but it keeps deleting some of the failed speech nodes
Yesterday
Add the interpolation to the ApartmentVendor & SyncVar the ApartmentBuilding to it so it can apply prices to conversation
Yesterday
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)
Yesterday
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
Yesterday
Update apartment building manager to reference apartment room prefabs
Yesterday
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
Yesterday
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)
Yesterday
Possible EmissionToggle NRE fix
Yesterday
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)
Yesterday
Shopkeeper in store D now sits, removed the chair entity from the hierarchy (just needs a model) Also removed chair entity from shop E
Yesterday
Mailbox font fiddling
Yesterday
First pass of updated Rent store dialog
Yesterday
Migrated floor lighting into existing culling volumes
Yesterday
Change priority of close store option
Yesterday
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.
Yesterday
Added apartment tax value to scrap item
Yesterday
Terminal UI progress, cleanup and polish
Yesterday
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
Yesterday
Merge from main
Yesterday
graffiti floor albedo and emissive tweaks as they were bleeding across tiling
Yesterday
rendered out wallpaper icons, fixed bad tiling on mushrooms
Yesterday
S2P apartment complex testlist
Yesterday
merge from main
Yesterday
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
Yesterday
Added TOD toggles for Dawn/Noon/Dusk/Night using sun/moon icons
Yesterday
tweaked to emissives, glowing patterns wallpaper
Yesterday
Make the mailbox number font size slightly smaller if its a 3 digit room number
Yesterday
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
Yesterday
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
Yesterday
Setup ToD toggles in code. TODO: ToD buttons on the canvas