145,426 Commits over 4,413 Days - 1.37cph!
supermarket freezer texture wip
merge from autoturret_workshop
fixed incorrect rotation on auto turret cover
removed meshcull scripts from newly added shadow proxies as it messes with them at runtime
Merge from wb_comfort_range_upgrade
Strip the entity tags on autoturret_workshop so that automated tests don't try and include it via labels
TestIOPrefabs now logs a warning if an IOEntity isn't found at specified path and skips it instead of NREing and breaking test list re-generation.
Workbench range upgrade now also increases comfort upgrade range if installed.
Added related convars.
Wrap PathList.CreateMesh() with a request class
- preparing to generate and destroy the meshes when the rail segments are loaded by WorldGrid instead of generating all rail meshes at startup and keeping them in memory for the whole session
- proxy the normal CreateMesh() method to use the "job" class internally (even though it runs on worker threads instead of the job system)
- switched to the NativeArray mesh building methods instead of using MeshCache.Data for storage
Removed some old hacks preventing chinese users to submit texts in chat or commands in the console
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Fix compile errors + the Load() method not calling the correct "SetStaticFurnitureVisible() method for client vs server mode
Lighting/FX industrial furnace.
Industrial Torch - Updated textures (wip)
Disable the HLOD mesh renderer by default so it doesn't show in scene view (can re-enable the component on HLOD_apartment_complex_1.prefab if needed)
Various tweaks to tshirt, tshirt/long and tank top to reduce clipping
Fixed digital clock text material
Switch basement elevator door in apartment wing to the rusty version (keeping the rest of the elevator doors looking normal)
Create rusty version of apartment elevator door
Fix TMP door decal not being disabled by default on apartment door C
Update apartment elevator prefab with new lift prefab
Make separate prefab for the elevator lift
- swap the buttons to "+1, -1 floor" so they respond when the flags are changed by the radial menu floor selector
merge from unity_6.3.15/keyboard_layouts_fix
Detect keyboard layout changes at runtime and refresh registered buttons
Switch apartment elevator doors from the rusty ones -> normal ones
Radial menu functionally works, need better floor icons than "up" and "down"
- or maybe we put a keypad in, we shall see
Register button namse using the actual display name, so they're keyboard layouts aware
merge from fix_industrial_efurnace_io_port
Change the RPCs for elevator
- reimplement old -1,+1, bottom, top with relative & absolute floor parameteters
- implement new target floor with absolute floor parameter
merge from fix_industrial_efurnace_io_port
fix industrial electric stove ports, by making new io subent variant.
changed the reskinning logic to work with new io subent (copied from computer station)
Merge from powerplant_powergrid
Separate out settings for requiring power to be functional and having different stats with power on recycler
Start adding support for elevators to go to a specific floor instead of being limited to -1, +1, bottom, top)
- send lift of floors available in the elevator shaft so the client can create a radial menu
rebuilt industrial auto turret as prefab variant , still needs lods of ent toggle cover
tweaked turretmountpoint on bow entities
Fix Linux SRCDS compile error
Removing duplicate anims from player animator - delicate process so doing in stages
Sized down because not used.
Industrial furnace lighting & material stuff.
Disable flashlight offsets for viewmodel when using attachments
Make vcr_verbose blocked and a cheat + Minor cleanups
Fixed potential crashes with stringtables
Fix double "scripted_ents library is not a table." warnings
Fix couple of compile warnings in tools