branchrust_reboot/main/apartment_complex_monumentcancel
1,024 Commits over 181 Days - 0.24cph!
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
merge from prototype -> apartment_complex_monument
Fixing poorly lit apartment doors, part 1
All apartments are 3 digit numbered.
TMP stuff in the apartments applied to prefabs.
Related files.
Mailbox tweaks in core
Small scene lighting stuff
Fix collider parenting on roundabouts, s2p
Fix dismounts being too low into the ground on swings/roundabouts, re-run s2p
Changed Old Sofa materials to Rust standard and added detail maps to help with low texel density
fix for the gaps by subway entrance
signage of rooms for rent on the marketplace side
boosted hanging tarps draw distance 2x
electric wires path update
bespoke collision pass on the foundation lip
increased prevent building radius
prep for lockdown changes
Fixed rentable shop vending machines still being drone accessible despite UI saying otherwise
Added master key to produce exchange vendor in bandit town
1000 scrap, affected by demand pricing so starts at 2000 (+100%)
Only one available, restocks every 12 IRL hours
VERY PLACEHOLDER values
merge from prototype -> apartment_complex_monument