135,879 Commits over 4,444 Days - 1.27cph!
Switch the large apartment fridge from the normal deployable fridge -> apartment specfic one
Fix drink priority being backwards
Add sink water source in small and medium apartments
Allow apartment sinks to show "Drink" first
Add code to show "Drink" as the first menu option instead of "Open"
games minifridge
- textures updated
- glass material update
Fixed above ground pool being able to be clipped into construction on placement
Add water source to the apartment kitchen sink
Add basement laundry sink and apartment water source prefabs
- putting invisible 'water catcher" inside the apartment sinks so you can fill containers or drink from them & the plumbing sucks so it slowly fills
Fix PrefabPreProcess.RemoveChildEntities() throwing an NRE for double nested child entities
Fixed DeployVolumeOBB on the paddling pool
- Only use 1 volume rather than 2. 1 volume now covers the base and slightly above the pool to prevent clipping into construction
- Added vehicle large to the layers
Tidied up DeployVolumeOBBs and added the Construction layer on the fireplace so the left/right sides cannot clip through walls when placed
merge from prototype -> apartment_complex_monument
Fixed ancient floor spike setup that used 4 spheres for placement checks that had many gaps, allowing you to place spikes over small items.
Now using a single box for the check.
Rename bathroom sink to bathroom vanity
Fix bounds of double bathroom vanity
merge from prototype -> apartment_complex_monument
Make the small apartment camper stove ready to be an entity too
Assign names to small apartment storage
Fixed triangle planter and triangle railroad planter variant deploy bounds.
- Increased height of existing edge bounds so it can't be placed over small items
- Repurposed and fixed old deactivated centre bounds to cover the gap
- Renamed/reorganised the objects in Unity
- Tested in editor. Snapping, planting and other behaviour is preserved
Assign fridge in medium apartment to entity
Create apartment fridge entity
Add names to the storage entities in medium apartment
merge from automated_testing
Set loot panel names for large apartment lootable entities (instead of Large Wooden Box)
Merge: from fullserverdemo_removal
- Clean: Remove FullServerDemo implementation (RustRelay will take us to the promised land)
Tests: compiles, recorded client and server demos and was able to play them back
Clean: get rid of Network.ServerInfo
Was added for FullServerDemo support, no longer needed
Tests: compiles
Fixed UI_StoreCheckoutResultPage NRE
merge from checkout_nre_fix
merge from skinviewer_metalshopfront
Manually adjusted christmas lights (xmas.lightstring) bounds to only cover the collider. Tested in editor, no behaviour change. Test passes
Add outbound message bytes to runtime network profiling
Added metal shop front to skin viewer
Added a feature to lock vertical/horizontal rotation on items, enabled for the metal shop front and a few others
Clean(editor): rip out DemoSever framework
It could technically emulate server state from client demos, but required too much compromising, so not worth it.
Tests: compiles
fix merge to apartment complex
merge from prototype -> apartment_complex_monument
Convert apartment stove from prop -> entity (still needs entity implemented)
- update the stove prop inside the large apartment
Changes to phrases of the apartment vendor
It keeps wanting to reserialize the concierge conversation asset
Clean: delete Demos folder from Facepunch.Network
Tests: compiles
Clean: delete full-server-demo convars
Tests: compiles
merge from prototype -> apartment_complex_monument
Set door by front concierge locked so players can't get behind the glass with the apartment vendor