136,383 Commits over 4,444 Days - 1.28cph!
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
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
Fix remaining rooms left not being loaded on the client after network update
Update vendor conversation
Also interpolate the dialog options (so you can see how many of each room are left when selecting a room)
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
Update conversation with new phrases but it keeps deleting some of the failed speech nodes
Add the interpolation to the ApartmentVendor & SyncVar the ApartmentBuilding to it so it can apply prices to conversation
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)
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
Update apartment building manager to reference apartment room prefabs
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
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)
Possible EmissionToggle NRE fix
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)
Shopkeeper in store D now sits, removed the chair entity from the hierarchy (just needs a model)
Also removed chair entity from shop E
First pass of updated Rent store dialog
Migrated floor lighting into existing culling volumes
Change priority of close store option
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.
Added apartment tax value to scrap item
Terminal UI progress, cleanup and polish
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
graffiti floor albedo and emissive tweaks as they were bleeding across tiling
rendered out wallpaper icons, fixed bad tiling on mushrooms
S2P apartment complex
testlist
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
Added TOD toggles for Dawn/Noon/Dusk/Night using sun/moon icons
tweaked to emissives, glowing patterns wallpaper
Make the mailbox number font size slightly smaller if its a 3 digit room number
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
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
Setup ToD toggles in code. TODO: ToD buttons on the canvas
New "Toggle triangle counts" button that toggles a text window underneath with tri counts broken down by Player, Viewmodel, Worldmodel, Entity, Total. Works with the currently toggled LOD
gamesroom minifridge
- updated game model
- updated prefab
- added emission / internal fridge lighting
- updated textures
- updated materials
Allow freecam to go up/down using E/Q too (this is on top of existing leftshift/ctrl)
Ensure the viewmodel always spawns at a fixed location and not at wherever the orbit camera is currently
button to loop the selected animation
Setup culling volumes for props inside the communal interior areas
Connected volumes as scene overrides
Scene2prefab
Re-add teleporting players into their rooms instead of killing them after being offline for 20m in the safezone because it got stomped?
Character Animation and Skin Viewer scene now supports LOD toggles with new buttons
merge from charity_plushies_fixes
Change breakinseconds from 10s -> 30s
- fix convar being a ServerVar instead of a ReplicatedVar
- fix MenuOption not reading the replicated convar
merge from water_ssr_scaling_fix
merge from attachment_charms/ui
Same thing for the second entry way