130,359 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Adding motorbike spawn points:
3x in the hangars at airfield
1x on the side of the supermarket, near the pay phone
1x in satellite dishes near the shack
1x in the parking lot with the overhang in train yard
1x next to the foklift in the mining warehouse
2x underneath the two storey building at water treatment and 1x behind the restricted roller doors (water treatment already had one outside the roller doors, that remains)
5x scattered around junkyard and 2x in the car park
1x next to the concrete wall of the big power sub station
No S2P's, will do that in a separate commit (scene conflicts are dangerous right now)
                
                
                
                
             
         
        
            
            
            
                
                Rework bike and motorbike spawning
Now controlled by three convars: Bike.pedalRoadsidePopulation, Bike.pedalMonumentPopulation, Bike.motorbikeMonumentPopulation
Monument population convars use a new ConvarControllerSpawnPointPopulation controller that applies the same population/server size scaling but only allows spawning at specific spawn points
                
                
                
                
             
         
        
        
            
            
            
                
                - Return to Continuous Dynamic collision for bikes, looks like Speculative was the main cause of "bouncing"
- Adjusted all driving physics, changing collision mode seems to affect it quite a lot
                
                
                
                
             
         
        
        
            
            
            
                
                Revert subtractions of bike merges from yesterday
                
                
                
                
             
         
        
            
            
            
                
                Minor damage threshold tweaks
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Collision damage tuning, stop dying to every little thing
                
                
                
                
             
         
        
            
            
            
                
                Bike power edit + steering edit
                
                
                
                
             
         
        
            
            
            
                
                fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
                
                
                
                
             
         
        
        
            
            
            
                
                positioned rightiside screen and keypad correctly
                
                
                
                
             
         
        
            
            
            
                
                One weird trick to improve bike jitter (lock z rotation) + additional tweaks
                
                
                
                
             
         
        
            
            
            
                
                lods, emissive on atlassed lods 3 and 4, trying to get lights working
                
                
                
                
             
         
        
            
            
            
                
                Merged Travelling Vendor -> Main
                
                
                
                
             
         
        
            
            
            
                
                Brought back 4 wheel braking
Minor code cleanup
Tree kill fixed
                
                
                
                
             
         
        
            
            
            
                
                Vendor now destroys any builldings on the road. Won't affect normal gameplay, but will allow it to work on modded servers that allow building placement on roads.
                
                
                
                
             
         
        
            
            
            
                
                Remove PedalTrike kickstand
                
                
                
                
             
         
        
            
            
            
                
                Exhaust FX change. Show some exhaust FX all the time
                
                
                
                
             
         
        
            
            
            
                
                - Removed overengineered steering system. Pure pursuit seems to be the GOAT
- Look ahead multiple points rather than just 1
- Removed excess logs
                
                
                
                
             
         
        
            
            
            
                
                added license plate props.  more fixes to storage warehouse.
                
                
                
                
             
         
        
            
            
            
                
                merge from runtime_profiling_entity_csv -> main
                
                
                
                
             
         
        
        
            
            
            
                
                Enable waiting again - oops!
                
                
                
                
             
         
        
            
            
            
                
                Clear material properties block before setting colour
                
                
                
                
             
         
        
            
            
            
                
                Switch from multiple bools for tracking invokes to a single int
0 = off
1 = total execution of invokes per frame
2 = execution time per type of invoke per frame
                
                
                
                
             
         
        
            
            
            
                
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                Reimplement detailed entity profiling that was lost instead of stashed
Change to single int to describe entity profiling mode
0 = off
1 = count spawned per frame
2 = count per type of entity spawned per frame
3 = count per type of entity across server every 5 minutes
Reset all profiling measurements on the first frame profiling is enabled
- fixes some stats counting incredibly high
                
                
                
                
             
         
        
            
            
            
                
                vm frontier hatchet - added bones for beads & tassel
                
                
                
                
             
         
        
            
            
            
                
                Fixed util.DecalMaterial to actually work
TTT: Updated localization files (Community Contribution)
Fixed vrad not writing light flags to the BSP
Fixes "Cast entity shadows" option in Hammer to not working.
Also added info to the hammer option about how to properly make it work.
                
                
                
                
             
         
        
            
            
            
                
                additional profiling, a few quick wins on performance
                
                
                
                
             
         
        
            
            
            
                
                Added "Secondary Detail Layer" to standard terrain blend shader
                
                
                
                
             
         
        
            
            
            
                
                player update. 3p kayak anims updated
                
                
                
                
             
         
        
            
            
            
                
                Added "Blend Detail" option to terrain layer to switch between "Terrain Height" (default) and "Surface Normal" detail sources
                
                
                
                
             
         
        
            
            
            
                
                Merge Travelling Vendor -> Main
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed wheel colliders having a slight gap with the ground
                
                
                
                
             
         
        
            
            
            
                
                initial skinned oni cloth setup for ghostsheet
                
                
                
                
             
         
        
            
            
            
                
                small perf modifications to oni cloth and initial setup for global solver updater
                
                
                
                
             
         
        
            
            
            
                
                Merge from qol_building_preview_lerp_snapping -> main
                
                
                
                
             
         
        
            
            
            
                
                Added "Mask" blend type to terrain blend layer
                
                
                
                
             
         
        
            
            
            
                
                Removed unused TerrainLayer.cginc
                
                
                
                
             
         
        
            
            
            
                
                Fixed compile error when using terrain parallax variants
                
                
                
                
             
         
        
        
            
            
            
                
                Merged Travelling Vendor -> Main