branchrust_reboot/main/apartment_complex_monumentcancel
950 Commits over 151 Days - 0.26cph!
missed sound def changes for swing/roundabout sounds
apartment master key unlock audio files
Swing and roundabout sounds
Fixed missing eject position on medium apartment
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
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)
Can break in to a room even if the door is open (to remove the invisible blocker)
Fixed invisible colilder not updating if the player was already in the trigger volume when breaking in (which was always)
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)
Merge from apartment_complex_monument/apartment_complex_audio
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
Can no longer reassign beds in apartments
Fixed not being able to use the painted sign in the penthouse
ApartmentDoor.Load NRE fix
Enabled read write on Roadsign1 to get rid of gibs error
Merge from apartment_complex_monument/apartment_complex_audio
Merge from apartment_complex_monument/conversation_fixes
Apartment complex b shadowproxy
Merge from apartment_complex_monument/conversation_fixes
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
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
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
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
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
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
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
merge from prototype -> apartment_complex_monument
Apt. door lighting fixes part 2