branchrust_reboot/main/apartment_complex_monumentcancel
1,024 Commits over 181 Days - 0.24cph!
1st floor and mid floor corridors LOD/COL/prefabs
merge from prototype -> apartment_complex_monument
merge from prototype -> apartment_complex_monument
set dressed ladder to roof room, basic details in checkin room
basic sentry cover of the outdoors and apartment b interior
S2P
Implement lockpick mechanic on rentable vending machines
Lockpick can be used on a rented vending machine not owned by the using player, allows access to the vending machine inventory for ApartmentCommands.intruderauthseconds convar (300s by default)
Move shop costs (InitialScrapFee, ProtectionFromTakeoverHours, ScrapPerHourRent) are now replicated, unchanged values
Swap EntityRefs to Syncvars, remove synced NetworkableIds
merge from prototype -> apartment_complex_monument
Basement corridor LODs and prefabs
Adding a couple more graffiti decals
shadow proxy polish on apartment complex b corner module
removed some stray floating props
shadow casting optimizations on set dressing inside apartment complex b
enabled r/w on some pipe segments left out by batching
apartment complex wing prefab tweaks
shadow casting off on rooftop barriers
removing left over greybox from apartment core prefab
Fixed greybox fridge for final art in damaged wing prefab, also further optimizations to props shadow casting there
fixed statue collider import options
Fixed subway town square collider
Fixed terrain opacity map near subway entrance
Added framework for blocking some items in rentable store inventory
merge from prototype -> apartment_complex_monument
Cobalt Statue - Changed text from "Project Immortality" to "Project R.U.S.T." on metal plaque
merge from prototype -> apartment_complex_monument
merge from main -> apartment_complex_monument
Lighting prefab.
Exit sign layer shift to stop it from being reflection probed.
apartment complex HLOD and S2P
some material saves
placed new decals in core and wing of apartment building
set of projected decals graffiti for the apartment complex interior areas
Communal area core LODs/mesh fixes/baked LODs/COL and prefabs
Fixed the popping issue with the wood stove. I was using meshlod on a mesh that had the number of materials change. I had to use RendererLod instead. That solved it.
Cobalt Statue - New collider for the metal parts
fixed mesh lod distance causing texture pop in
cobalt mosaic projected decal, material
Cobalt Statue - Moved prefab to the structures subfolder
apartment_complex_core prefab set dressing progress
Only allow one shop at a time
Fixed currency not being deposited in vending machine inventory
Cobalt Statue - Added cobwebs and foliage to the prefab
Cobalt Statue - Added colliders and modified prefab settings
merge from apartment_complex_monument/prototype -> apartment_complex_monument
office light prefab & related files
apartment_complex_core prefab set dressing progress
apartment_complex_core prefab refactoring, organising set dressing groups per floor
simplified some props prefabs to reduce amount of transforms
apartment wing prefab - all sentries placed
Fixed VM stats not working on rentable shops