13,133 Commits over 2,800 Days - 0.20cph!
Fix compilation on IndividualSpawner custom editor
Merge destroyable roadsigns -> Main
A fair amount of roadsigns are used for decoration on monuments, stuck into other models or even used as signs on walls with the pole hidden. Reintroduced static roadsigns and set all signs in the game as destroyable or not on a case-by-cases basis
New system for roadsign spawners to check for available space, other models moved to world layer, checked through all signs for any spawn issues, final cleanup
Fixed some road models not being on the world layer with the rest of the road content
Some roadsigns don't have space to spawn as they're up against a wall, stuck in something etc. Added per-spawner settings on whether to check for space when respawning
All prefabs/scenes updated with spawnable roadsigns
Conflicted scenes and prefabs redone with spawnable roadsigns
Make sure conflicted prefabs are exact copies of those on Main
Merge destroyable roadsign fixes
Cherry-pick original roadsigns merge
Part 3 of re-merging DestroyableRoadsigns after subtraction. Merge from MergeDestroyableRoadsigns -> Experimental
Part 2 of re-merging DestroyableRoadsigns after subtraction. Merge in the updated changes from DestroyableRoadsigns branch.
Part 1 of re-merging DestroyableRoadsigns after subtraction. Cherry-pick the original DestroyableRoadsigns merge, ignoring merge tracking.
Shrink the wounded/sleeping collider a little more
Only refresh the player's collider size every 250ms (performance, no serious need to do it more often)
Collider size is now refreshed on bots as well as real players
Fixed dodgy collider in doorway between recycler and main building at airfield
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Prevent "Look rotation viewing vector is zero" complaints from hot air balloon, minicopter, scrap transport helicopter
Fixed invisible barrier across airfield rear door
Merge from PlayerColliderMod -> Main
Merge DestroyableRoadsigns -> Main
Merge MoreGeneralBugFixes -> Main
Merge OilRigBoats -> Main
Code gen for texture streaming command
Re-enabled texture streaming option, memory leak bug was fixed in 2019.3.10
Init timesince to zero so there's a delay in starting decay on newly spawned boats
Don't decay boats for 45 minutes after use (up from 10 minutes)
Decrease deep water max to 12m
Fixed boats decaying at the wrong rate if the decay tick rate was changed from 60s
Decay all boat types when in deep water. New deepwaterdecayminutes parameter sets the max decay rate
Added shared BaseBoatDecay method, ready to add deep water decay
Removed unused MotorBoat class
Add a final RefreshColliderSize at the end of OnDisconnected
Switch CapsuleColliderInfo to a struct
Code Review: Take the slower but less bug-prone option and check collider info values instead of the object
Remove now-unused default bounds
TryGetEntityBounds for the gizmo to use
Code Review: Use CheckBounds instead of HasSpaceToSpawn
Disable Preload Audio Data on all instrument sounds, so they don't load into memory unless they're played.
Merge from Main -> GeneralBugFixes
Standardise all instrument notes to uncompressed PCM, exclude from audio import processing
Don't show "1ft" on wire or hose items, since they're currently unlimited