111,741 Commits over 3,928 Days - 1.19cph!
Merge Travelling Vendor -> Main
Fixed override steering bug
Increased time between pullovers
remove ambient sound from travelling vendor vending machines
Fix hot air balloon immediately deflating after server transfers
Fix player's parent incorrectly being removed in BasePlayer.EndSleeping
Greatly improved the performance of vendor position pull over collider check
Merge from runtime_profiling_update_markers -> main
Simplify StartOfFrameHook as the first of FixedUpdate() or Update()
Rename "CPU" in perf 6 -> "SCRIPTS"
Estimate time taken to measure Physics.Update()
- time taken between `FixedUpdate()` and `yield WaitForFixedUpdate`
- include physics update time in server runtime profiler
- add to perf 8 alongside FixedUpdate ms
Wallpaper pickable using a hammer
Drive for a bit before switching off indicators
Removed another sphere
Fixed unset indicators on pull off
Fixed another bug with hazards
Commented out debug spheres
Reduced serverside max steer angle to a more realistic maximum
Swapped right indicator use flags that are actually free
Setup hazard lights on pull over
Prevent explosives from being able to be placed on the vendor
Fixed issues with right indicator
Merge from runtime_profiling_update_markers -> main
Add script execution time for Update(), LateUpdate() and FixedUpdate()
Added wallpaper conditional models to all stones building block prefabs
Damaging wall removes attached wallpaper (only one hit atm)
Set last wounded start time when handcuffs are broken out of
Improved detail size on some cliffs. Reworked eroded edge
Fix handcuffs appearing unlocked and held incorrectly in third person and for other players after a downed handcuffed player is revived.
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feedback for the license plates. reworked composition in storage warehouse.
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Fixed Normal Scale display in inspector
Fixed texture tiling/offset not working (deferred decal shader)
vm_screen atlassed emissive
Added "Alpha Source" option to allow separate alpha map on deferred decal
emissive tweaks. less ring around the indicators
merge from doorcontroller_fixes
Fixed pulsed door controllers ending up in the wrong state in some cases
Added inspector foldout for in-place editing of the material assigned to a deferred decal component
Added normal scaling to deferred decal shader
radtown redux set dressing progress backup
Fixed IOEntity editor tool spawning wires with missing materials
Added buttons to Vehicle Light to allow them to be toggled in editor
Added "Albedo Tint Mask" option to all layers of standard blend4way shader
Block movement server side too when downed and handcuffed
Travelling Vendor -> Main
Removed unused RendererLOD
Added null check on IsPositionClear - should prevent NRE's
merge from wire_slacking/optimisations
Fixed some wire parenting update issues when a single line is attached to multiple doors