branchrust_reboot/main/apartment_complex_monumentcancel
1,043 Commits over 181 Days - 0.24cph!
Added a GameobjectLOD for mailbox numbers
Created a ShadowProxyChecker tool that finds all shadow proxies in the curent scene that have no MeshCull component (Tools > Find > Shadow Proxies Without MeshCull)
Fixed all cases in apartment block monu monument (291)
Added Renderer batch where simple primitive cubes have been used, shaves another 200 shadow casters off when standing at the entrance
Added GameObjectLOD to the apartment door numbers, they were always rendering
Added MeshCulls to doormats, they weren't being picked up by the CullingVolume because they had no LOD component
Fixed shipping_container_900_yellow shadow proxy missing a MeshCull
Fixed incorrect LOD setup on a lot of glass meshes
Fixed a bunch of streetlights with an extra mesh applied that had no LOD component
Fixed missing MeshCulls on shadow proxies on every rentable shop
SetPass calls 1423 -> 1170, Shadow casters 1754 -> 1514, Batches 2931 -> 2500
Added a button on MeshLOD to add a missing MeshRenderer and MeshFilter
Fixed poker chip meshes not using LODS at all so were showing all 3 lods at the same time (and not culling ever)
Shopkeeper in store D now sits, removed the chair entity from the hierarchy (just needs a model)
Also removed chair entity from shop E
First pass of updated Rent store dialog
Migrated floor lighting into existing culling volumes
Change priority of close store option
S2P apartment complex
testlist
Add custom loot panel title "Mailbox of room <room number>" to the apartment mailboxes, was easy to send mail to the wrong one by accident
Phrases
Make the mailbox number font size slightly smaller if its a 3 digit room number
Fully reordered / renamed all rooms across the apartment complex
Numbers make more sense, organized everything in the prefab
Did the same for all the mailboxes, and disabled 2 unused mailbox entities
Setup culling volumes for props inside the communal interior areas
Connected volumes as scene overrides
Scene2prefab
Fixed hole in basement
Scene2prefab
Communal interior shadowproxies
Subtract
155581, changed SFX on wrong prefab
Swapped open and close sounds on industrial doors in apartment complex to wood, parity with existing SFX at Launch Site etc that use wood on this door . S2P apartment complex
Use lower network range on a bunch of apartment entities / furniture
Fixed VMO errors on server restart
Added a close shop option to the rentable shop, immediately closes the shop and transfers all inventory to the player immediately
Can now access admin panel from anywhere when looking at a rentable shop if the shop is open (still need to look at the contract sign to open a store)
InitialScrapFee 260 -> 100
Required hours of rent upfront 24 -> 12
Default cost to open a store is now 220 (was 500)
Fixed some inconsistencies on the open store dialog for hours of rent required
merge from prototype -> apartment_complex_monument
Fix missing collider physics materials on 13 entities across the apartment complex
Slightly repositioned check in here text (made it more centred)
Scene2prefab
Added a bit more dressing to the check in desk room
merge from npc_turret_interference_fix
merge from npc_turret_interference_fix
merge from prototype -> apartment_complex_monument
Delete leftover bulky sofa prefab, replace with a regular static sofa
Fixed pixel thin gaps between geometry
Fix pan clipping into kettle on the large apartment stove
Fix incorrect bear meat visual food setup on small stove
Fixed window holes in apartments complex b
Fix various static entities in the apartment complex marking the player as hostile when hit (+general solution for all furniture)
S2P (feel free to stomp)
merge from prototype -> apartment_complex_monument
testlist, ran clean entity labels
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merge from main -> apartment_complex_monument
merge from main -> apartment_complex_monument
Fixed window holes on apartment complex b during LOD switching
Increased communal corridor lodding distances
Fixed stray specs & LOD settings.
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Heater trigger layer fix.
Apartment heater heats a more logical area instead of all around and under the floor.