branchrust_reboot/main/apartment_complex_monumentcancel

950 Commits over 151 Days - 0.26cph!

Today
missed sound def changes for swing/roundabout sounds
Today
apartment master key unlock audio files
Today
Swing and roundabout sounds
Today
Fixed missing eject position on medium apartment
Today
Remove turrets from all monuments marked as a Town (not just safe zone) in hardcore mode Fixes turrets persisting in hardcore apartments as it's not marked as a safe zone
Today
Clear hostile time when spawning inside the apartment (so you don't get killed immediately as you leave the room if you died in combat)
Today
Can break in to a room even if the door is open (to remove the invisible blocker)
Today
Fixed invisible colilder not updating if the player was already in the trigger volume when breaking in (which was always)
Today
Fixed invis door team check passing if the player is in any team (was caught on the server anyway, but this is still a nicer fix)
Today
Merge from apartment_complex_monument/apartment_complex_audio
Today
Whoops, forgot to S2P
Today
Mostly fixed invisible door logic, now gets fully disbaled when a break in occurs Requires player to step back and then forwards to re-enter trigger bounds, will fix later today
Today
Can no longer reassign beds in apartments
Today
Fixed not being able to use the painted sign in the penthouse
Today
ApartmentDoor.Load NRE fix
Enabled read write on Roadsign1 to get rid of gibs error
Yesterday
Merge from apartment_complex_monument/apartment_complex_audio
Yesterday
Merge from apartment_complex_monument/conversation_fixes
Yesterday
Scene2prefab
Yesterday
Apartment complex b shadowproxy
Yesterday
Merge from main
Yesterday
Merge from apartment_complex_monument/conversation_fixes
Yesterday
Moved one of the roadsign spawners in an attempt to fix console errors Added a helper culling volume to the roof to make the ladder spawn closer to the roof entrance Scene2prefab
Yesterday
apartment complex s2p
Yesterday
removed computer room stuff from the apartment broken wing prefab as it has moved to basement
Yesterday
optimizing a bunch of prefabs for better occlusion
Yesterday
apartment complex s2p
Yesterday
small amount of detail added to computer room in basement moved basement corridor mesh itself into culling volume
Yesterday
Yesterday
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
Yesterday
Much more aggressive LOD transitions on rentable shops
Yesterday
Include the lighting prefabs in the furniture list that gets disabled when an apartment is occluded, fixes the lighting prefabs always rendering
Yesterday
Caught a light with a missing LOD component
Yesterday
Yesterday
Fixed button inside security room not opening door
Yesterday
Fixed disabling domain reloads breaking renting rooms due to static telephone manager fields
Yesterday
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
Yesterday
More LOD fixups Should be no more loose components
Yesterday
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
Yesterday
Fixed elevator floor nr consistency
Yesterday
Changed one decal slice to match the apt numbers.
Yesterday
Converted some static structures to RendererLods/MeshLods Rentable shop signs, window_penthouse_flat_opaque, Caboose_ground_junk_straight_b/c
Yesterday
Merge from main
Yesterday
Basement improvements.
Yesterday
Basement apt numbers WIP. Fixed basement apt doors having a see-thru gap.
Yesterday
Medium apt labels & related corridor lighting tweaks.
Yesterday
Fix static elevator lift "raise single floor" menu being stomped in CS 154047
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
Apt. door lighting fixes part 2