136,749 Commits over 4,444 Days - 1.28cph!
First pass animations and set up for the supply signal refresh
removed computer room stuff from the apartment broken wing prefab as it has moved to basement
optimizing a bunch of prefabs for better occlusion
small amount of detail added to computer room in basement
moved basement corridor mesh itself into culling volume
Subtract
156029, too many shadow issues
Merge from apartment_complex_monument
Added a tool to find all shadow proxies that have a cull distance greater than the cull distance of their parent, fixed some cases (Tools/Find/Shadow Proxies Culling Too Early)
Converted the bus to a RendererLOD setup
Much more aggressive LOD transitions on rentable shops
Include the lighting prefabs in the furniture list that gets disabled when an apartment is occluded, fixes the lighting prefabs always rendering
Caught a light with a missing LOD component
Merge from apartment_complex_monument
Fixed button inside security room not opening door
Fixed disabling domain reloads breaking renting rooms due to static telephone manager fields
Replace 0 with O on the door label if the door is in the basement
Add · to both sides of the door label if the door is in the penthouse
More LOD fixups
Should be no more loose components
3p gesture animation update
Add `printapartmentculling` to confirm what apartment rooms are culling
Fix apartments not being force culled when outside of the apartment complex building
Switch ApartmentRoom.Building to a SyncVar so its on the client
Fix paintable sign inserts not being covered in raid windows
Fixed elevator floor nr consistency
Changed one decal slice to match the apt numbers.
Converted some static structures to RendererLods/MeshLods
Rentable shop signs, window_penthouse_flat_opaque, Caboose_ground_junk_straight_b/c
Merge from occlusion_culling_toggle_fix/batch_culling_fixes
Fixes MeshCull components not properly disabling when culled by occlusion culling
Fixed renderers with Rendererbatch components not being included in the culling system, even if they don't meet the batching reqs (submeshes, r/w, vert count, etc)
Can be toggled via graphics.useDetailedRendererBatchCullingCheck for a/b testing (on by default)
Our benchmarks show an occasional slight decrease in max frame rate but a moderate increase in low frame rates (slighty lower ceiling ceiling, higher floor)
Also includes a speculative fix for an index out of range error some players were experiencing
merge from apartment_complex_monument -> main
Basement apt numbers WIP.
Fixed basement apt doors having a see-thru gap.
Medium apt labels & related corridor lighting tweaks.
Fix static elevator lift "raise single floor" menu being stomped in CS
154047
supermarket freezer mesh and texture updates
Fix condition failed speech node data being wiped if the standard resulting node is unset
merge from apartment_complex_monument -> main
merge from prototype -> apartment_complex_monument
Fix eject position not assigned on the small apartment
Move a few things under furniture root
Slightly shrink size of combat zone triggers in apartments to avoid triggering teleport when player is walking into the invisible barrier
gamesroom shotgun trap
- greybox added
- intial prefab setup
- item created
- icon created
- material created
- ran localization & manifest
Fix apartment entities missing from manifest entity list too
Update apartment prefabs (labels updated from manifest)
Update manifest (apartment entities got lost?)
Lower slots of bathroom sink & medicine cabinet from large box -> small box
Implement RemoveAllPlayers() to teleport all the players out of the room when the lease expires / apartment is checked out