branchrust_reboot/main/apartment_complex_monumentcancel
1,024 Commits over 181 Days - 0.24cph!
Rotated one of the park benches in the playground so you mount it the correct way . Ran S2P
Fixed DecalCull components not showing decals at all at lowest quality settings
This component was multiplying the culling distance by Mesh.lod intead of Mesh.quality, Mesh.lod can be set to 0 so it was always disabling decals
This will technically hurt performance on low settings as they weren't showing decals at all, so I've added a minimum 0.25 quality level
Decals on low settings now pop in pretty obviously, but at least they render when up close
Added an editor inspector to show the current camera distance and culling distance, similar to other LOD components
Removed animator from non-interactive elevator door in destroyed wing
Fixed streetlight volumetrics hue not propagating.
Pop fix.
S2P.
Occlusion tweaks & shadow priority improvements.
Removed distance flares from basement assets.
S2P
Final light tweaks & polish fixes.
S2P.
Market lighting tweaks for the changed layout.
Fixed some conduits that didn't line up to light fixtures anymore.
Lighting prefab improvements.
Tweaked various prop LOD distances that were popping in the corridors and lobby
Merge from apartment_complex_monument/reverb_distance_fixes
Fixed missing upkeep terminal server error when upgrading rooms
Fixed bathtub missing from manifest (would have been resolved in builds anyway, fixes an error in editor though)
Fixed concierge conversation not filling the room number and rent values
Also fixed medium and large upkeep using the wrong phrases
Possible fix for missing apartment_small_col fbx in builds
The fbx import settings imported a material, which meant the asset was loaded into content.private as it grabs all materials
Added small ramps to basement colliders to help with movement
Fixed static furnitures being invisible when reconnecting inside your flat
Fixed audio distance for industrial single/double door
merge from apartment_complex_monument/terminal_shops
merge from terrain_ignore_fixes
Disable wielding items on swings/roundabout
Fixed zfighting vent in large apartment, ran s2p
Fixed colliders on penthouse mezzanine to smooth movement on stairs
Fixed Rentable Shop B incorrect door rotation when shop is closed (again)
https://files.facepunch.com/raul/1b3011b1/Unity_PwpiplugHe.mp4
attempt to fix tarp draw distance by reverting non changes on prefabs in scene - displayed draw distance was correct
apartment complex s2p
Fix playground entities not immortal
S2P apartment complex
Added an extra ladder on the apartment demolished side to make going up more obvious
Fixed some potential zfighting in marketplace ground mesh
Nudged road node connections inward toward the monument to favor a more seamless look in procgen
Apartment complex s2p
Send network updates for all apartment rooms when a player joins or departs a team
Affects the player joining/leaving and all of the rooms of players in that team
Fixes needing to leave and re-enter network range when joing a team if you already own an apartment
Can no longer ent kill apartments
Any players that are not authed to go through the invisible barrier are removed from an apartment when the break in ends (otherwise they would be trapped)
Intruders no longer have access to a shop inventory if it gets taken over or closed
Fixed scrap upkeep terminal not getting cleaned up when checking out of a room
Remove master key from bandit town vendor
Fixed door zfighting on Rentable Shop B
NPC in the basement sells master keys
Added apartment.masterkeyprice convar, set to 1000 scrap for now
Fixed missing shutters of Rentable Shop C variant
https://files.facepunch.com/raul/1b2911b1/Unity_ikwPIzWYPU.mp4
More fixes & polish.
S2P.
Mid floor corridor z-flickering fix
Lighting on its own dedicated culling volumes instead of with furniture.
Fixed missing door in Rentable Shop B when it's not rented
Fixed incorrect ejecting position for small apartment (basements)
https://files.facepunch.com/raul/1b2911b1/Unity_4oJfm1v308.mp4
Lighting cullers progress.