branchrust_reboot/main/apartment_complex_monumentcancel
1,024 Commits over 181 Days - 0.24cph!
merge from decorative plants
set dressing progress in floor 3 and 4
set dressing progress in floor 3 and 4, basement somewhat complete
Add ability to store a toast to play when a player reconnects, can be stored for players that aren't active on the server (See BasePlayer.RecordToastToPlayOnReconnect)
WIll send all of the toasts after the player reconnects and wakes up (10s intervals if multiple have been queued)
A player will now be notified when they reconnect if a shop they owned closed while they were offline
Add rentableshop.closenearestshop convar
Add a toast if your shop is closed
Top floor dressing pass
Mesh decal pass on the top floor
Communal space dressing progress
Dark debris kit prefabs
Separate planter prefabs
Mesh fixes
extra set dressing prefab for apartment wing (temporary)
WIP on industrial barricades before switching branches
lower culling dist on broken tiles, disabled shadow casting on them
shader complexity lower on the checkin desk, got rid of blend layer
Fixed visual calculation
Increased initial scrap fee to 260
Reduced scrap per hour cost to 10
Show time remaining for rent in the vending machine storage loot panel
Fix shop interaction
Move all admin interactions to the contract sign on the side of the store
FIxed rentable shop vm admin panel pointing to old admin menu
Fixed new vm admin menu not being closable if the main menu isn't loaded (editor only issue)
Fixed interaction flow for vending admin panel in rentable stores
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Apartments compelx communal areas progress
Ground floor lobby dressing and lighting
merge from main -> apartment_complex_monument
removed corridor fbx from blockers folder
Static version of industrial barricade for material checking
bunch of small shadow casters optims around apartment complex monument props
experimenting with shadows off on overgrowth prefabs. Visual difference minimal so far, decent savings in places
Quick fixes to playground assets
first pass of the monument blocker-collapse
Support multiple inventories being added to the reclaim contents
Added support for taking over a shop if you can pay twice the fee
First pass on rentable shop ownership prompt
Cobalt Statue - Minor texture and material edits (concrete pedestal)
hanging tarp polycount reduction
apartment complex lived wing prefab, killed shadows on lights, disabled shadow casting on some of the set dressing props
little mesh cull pass on wip playground art
apartment_complex_b_large interior props shadow casters optim
updated admin visuals on closed status in rentable_shop_A prefab
rentable shops notice box art (displayed on closed shops to visualise admin options)
merged 2 objects for LOD0
Lots of boilerplate for shop renting system
Expose a scrap cost per real time hour and initial fee for opening a shop
Require initial fee and 24 hours of rent to open the store
Deduct rent each hour, evict owner if can't make rent
Rent is stored in VM storage, so successful sales will extend tenancy
Added RentableShop.ProcessRentTick convar that makes all shops pay rent straight away
Cobalt Statue - Added latest progress on the mesh and prefab, which includes the fully UV'd and textured pedestal with its corresponding materials.
rentable shop b collision
Added in monument blockers blockouts and folders
merge from main -> apartment_complex_monument
small and medium apartment, mesh colliders
for the apartment corridors: added lods, vertex paint, tweaked trim material, set culling distances
Reverted environment volume changes for wing and core interiors
Manifest update for apartment stool