137,189 Commits over 4,474 Days - 1.28cph!
Shrink satellite kill radius to match the new (smaller) satellite model.
Fix model offset so it is centered in prefab.
Compact some serialization
merge from snapping_revert_2
Fixed the issue with the lighting messing with the alpha of the CCTV UI render texture
Merge: from furniture_occlusion_fix
- Reimplement previous bugfix to retain furniture culling
Tests: rendeted and tried to run in and out, abused noclip, triggered bug once
Bugfix: restore furniture occlusion culling, check both occlusion state and appt flag
Tests: rented 601, ran in and out, noclipped a bunch - was able to trigger it only once(abusing noclip) instead of constantly, should be better
Only protect owners sleeping inside their own room, outside it they die like a normal safezone sleeper
added calf model materials and textures. all livestock animal textures meta files updated.
merge from furniture_occlusion_fix
Always show the static furnitures of rented rooms, temp fix for occlusion not working properly
Merge from PlayerMaintainedMonuments
Update editor helper message for when shadows will be disabled on RendererLOD and MeshLOD due to recent change there
Default value for serialized States in RendererLOD is now an empty array to stop it NRE spamming in editor when adding a new RendererLOD component
Removed a garbage allocation in RendererLOD::NotifyLODChange
Ensure skin select panel gets updated immediately when a new item or wearable is selected. Redirect skins now working. Steam skins load when opening the skin menu for the first time
Tweaked various prop LOD distances that were popping in the corridors and lobby
Updated pool cue position in animations
Fix Scientist2 not spawning on deep sea islands
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
game_room_dlc -> game_room_dlc/pool
Merge: from renderbatch_meshlod_improv
- Bugfix for basement doors not rendering
Tests: booted into apartments island, checked all floors for doors not rendering. Checked room 101 - stuff was rendering
Bugfix: mark appartment doors a/b/c as dynamic
- apartments S2P
Since they move, they should've been dynamic, but it also causes them to be refreshed and have up to date occlusion state (but no idea why we need this - will chase up later)
Tests: booted into apartments island, checked all floors for doors not rendering. Checekd room 101 - stuff was rendering
Skin selector UI and basic functionality to select an active item/wearable and then select a skin for it so the player, viewmodel and worldmodel all get skinned. Still need to get all Steam workshop skins and redirect skins working
gibs and entity setup for stacked terminal blocker
Fixed missing item ownership when buying the master key
Fixed mesh not culling on last lod
Added "Admire active viewmodel" button on the right, hotkeyed with `N`. Eyeball-aligned the text of the bottom right buttons for prettiness :sparkles:
Event updates on throw animation
Added a toggle radgoll button to kill the active player and fake a client-only ragdoll, disabling all BaseEntity and networking logic
launch site satellite office room progress
Merge from PlayerMaintainedMonuments/Heavy Fuse
Merge from targeting_refactor
Update supermarket loot fridge with new freezer asset
S2P supermarket
Major refactor, moving shared/duplicated targeting data between client/server to a new CrashTargeting struct.
Update: add visible count to occlusion debug output
Tests: used it on craggy while tweaking extra lod steps
Fix SSAO issues when swapping between pipelines
Partial and comment passes for SatelliteCrash
clearing up a room for satellite control inside the main office building
Merge from apartment_complex_monument/reverb_distance_fixes
Fixed the issue with ambient light lod lights with light cookies breaking when using shadow caching
Merge: from renderbatch_meshlod_improv
- Bugfix: opening doors should no longer cause them/others to disappear
Tests: pasted many doors paste and opened door, flew back and to - all was in place
Bugfix: fix MeshLOD never unregistering from occlusion after animating
- when batching gets toggled, notify batching handlers
- MeshLOD will toggle culling on notif
Tests: paste of many doors, opened couple doors and flew far/close - no more missing meshes
Merge from satellite_crash