111,701 Commits over 3,928 Days - 1.18cph!
Fixed collapsed RendererLOD and MeshLOD objects not getting disabled properly when a HLOD mesh is rendering
merge from fix_ping_estimation_dispose -> main
Fix ping estimation throwing an exception when reading the ping value after the ping was disposed
Fixed bike spawn points at mining outpost, power substation, supermarket
Prevent bikes rolling far away after a player jumps off, add drag
Fixed several issues that were impacting motorbike spawns in monuments:
-Fixed spawn points in junkyard, water treatment, airfield and trainyard being too close to colliders and being unable to spawn bikes
-Added a gizmo to the VehicleSpawnPoint that shows the entity bounds of the vehicle being spawned and will display as red if it is intersecting colliders in the World layer, should fix the above issue in future
-Fixed VehicleSpawnPoint using a static list of spawn points instead of a list per population type (this was causing pedal bikes to spawn in places motorbikes should spawn and would likely have caused issues with tugboats)
S2P junkyard, water treatment, airfield and trainyard
Travelling Vendor -> Main
Fixed some things like the dive suit clipping in first-person view
Greatly reduced target detection range
Minor code cleanup
Added convar to have the vendor destroy buildings. Disabled by default.
Increased push box size
Speculative NRE fix in MonitorLoopingGesture
Update burst from 1.8.15 -> 1.8.16 to fix crashes during builds
merge from runtime_profling_presets -> main
Fix runtime profiling not turning off performance tracking when profiling is off
New convar to set profiling level preset to the most common settings
0 = off
1 = basic stats (frametime, total entities spawned/killed, lag spikes)
2 = all tracking
Can enable/disable profiling modules with convars after `runtime_profiling` is enabled
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Have bikes use half the usual amount of position interpolation, and send their steering etc update 10 times a second instead of 6.67 times. Reduces visible input delay
Max bike fuel gauge out at 100 instead of 500, like we do with helicopters.
Increased pedal bike sprint time from 4s to 5s
Adjusted pedal bike world collider
Tuned down and clamped crash ragdoll force
Merge Travelling Vendor -> Main
Changed icon to green one
Increased icon size
disable ambeint sounds on travelling vendor turrets
merge from runtime_profiling_double_physics -> main
Fix physics stats being doubled on every frame FixedUpdate runs
Merge Travelling Vendor -> Main
DirectlyMountable check in force mount
Don't show the timed dismount UI if we're restrained
Restrained players aren't placed in the driver seat for Snowmobile or Submarine
merge from hood_and_cuffs
Moved turrets closer to the vendor centre
Added random engine backfires
Removed AmbientLightLOD components from the search light, fixing spotlight intensity issues
w_handcuffs fix - updated static & rigged meshes with updated mesh to fix missing faces & incorrect uvs
Added side turrets to the vendor
reduced max tick rate on cloth
re-organising scene into appropriate groups
re-organising radhouse large prefab