136,739 Commits over 4,444 Days - 1.28cph!
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
Merge from apartment_complex_monument
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
3p gesture animation update
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
Fix paintable sign inserts not being covered in raid windows
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
Merge from occlusion_culling_toggle_fix/batch_culling_fixes
Fixes MeshCull components not properly disabling when culled by occlusion culling
Fixed renderers with Rendererbatch components not being included in the culling system, even if they don't meet the batching reqs (submeshes, r/w, vert count, etc)
Can be toggled via graphics.useDetailedRendererBatchCullingCheck for a/b testing (on by default)
Our benchmarks show an occasional slight decrease in max frame rate but a moderate increase in low frame rates (slighty lower ceiling ceiling, higher floor)
Also includes a speculative fix for an index out of range error some players were experiencing
merge from apartment_complex_monument -> main
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
supermarket freezer mesh and texture updates
Fix condition failed speech node data being wiped if the standard resulting node is unset
merge from apartment_complex_monument -> main
merge from prototype -> apartment_complex_monument
Fix eject position not assigned on the small apartment
Move a few things under furniture root
Slightly shrink size of combat zone triggers in apartments to avoid triggering teleport when player is walking into the invisible barrier
gamesroom shotgun trap
- greybox added
- intial prefab setup
- item created
- icon created
- material created
- ran localization & manifest
Fix apartment entities missing from manifest entity list too
Update apartment prefabs (labels updated from manifest)
Update manifest (apartment entities got lost?)
Lower slots of bathroom sink & medicine cabinet from large box -> small box
Implement RemoveAllPlayers() to teleport all the players out of the room when the lease expires / apartment is checked out
Rename DailyScrapUpkeep -> CachedDailyUpkeep to make it more clear
Fix initial scrap not being added to upkeep terminal because the upkeep terminal isn't a part of the list of furniture
Limit func_ladder dismount search count per ladder
* So if using silly console commands the game doesn't lock up trying to check the known universe for dismount points
Barnacle tweaks
* Prevent barnacles trying to grab PhysGun frozen props since they'd be unable to grab those props and will just keep tugging at them forever
* Heavy and frozen props will cause barnacle tongue to float above said props, not go through them
* Try to prevent rare barnacle crash
Minor cleanups
Fixed Fast Headcrabs using Normal Headcrab health convar
Fixed Think hook serverside running even if last curtime is same as current
Added timer.IsPaused
Minor cleanup: Make IsEntity an actual alias internally
Switch Lua timers to double curtime
* Seems like an important system that should have this
Merged Pull Requests
* Spawnmenu localized search
* Turkish localization updates for TTT
* Consistent stripping of bogus characters from server names
* Lua implementations of TypeID and is<type> globals
Added new argument to steamworks.FileInfo - bool extraInfo
* If set, "description" will be up to 8000 bytes long (255 is the default), and "extra_previews" data will be fetched and returned
Block some snd_ and dsp_ cvars that save to config
First pass on gear boxes for maintaining water treatment plant tank
- Insert gears into gearbox
- When gears are present, valve wheel can be turned
- Turning valves increases pressure in water tank
- WIP: Above certain threshold, tank is active and begins to produce water.
Add features to ItemBasedFlowRestrictor, to prepare for water treatment plant gear boxes
- option to destroy 1 passthrough item every x seconds, instead of decaying condition
- option for locking inventory once passthrough items have been inserted (cannot be removed)
Fix apartment oven in the penthouse being called "large furnace" in the loot panel instead of "Oven"
Apt. door lighting fixes part 2
Fix furnace in medium apartment not being under "furniture" root
merge from prototype -> apartment_complex_monument
update apartment_complex_monument/prototype