13,638 Commits over 2,741 Days - 0.21cph!
Merge from spraycan_merge2
Reapply spray LODs (subtract 69570)
Merge from powerline_zipline
Testing out easing the player into position on the zipline instead of snapping into place (looks ok in first person but a bit rough in third)
Fix duplicate powerline node helpers on platforms, fixes powerlines not getting properly generated between platforms
Change "Mount" interaction name to "Use Zipline"
Fixed zipline handle not getting cleaned up if the player is dismounted and has no valid dismount
Added an extra dismount point with a raised height to reduce the chance of the player getting killed if the zipline hits terrain
No longer track the skin used in an item craft event (was making that dataset too noisy)
Added a new SkinUsed event that is logged when an item is crafted and when an item is reskinned in the repair bench or via a spraycan
Add some more termination points to compound
Added zipline termination points to all fishing villages (added to scene as nested prefabs in case of merge issues)
Merge from powerline_zipline
Reduce collision sweep size to help land on destination platform more safely
Merge from spraycan_merge2
Fix graphics random write targets not being cleared after spraying, causing rendering issues after using the spraycan
Add some more line of sight checks to more accurately check for collisions along the line with slack applied
Add zipline prefabs to excavator and airfield
Merge from powerline_zipline (stomping changes to excavator and airfield scenes from powerlines, will reapply with new prefabs)
Move all monument ziplines out into their own prefab (_ziplines asset next to scene)
Merge from spraycan_merge2
Add spraycan.UseAccurateMeshSnapping for debugging rendering issues
Merge from powerline_zipline
Merge from powerline_zipline
Slow down the zipline slightly and ensure it moves to the final line point before dismounting
Merge from powerline_zipline
Fixed zipline moving too slowly in builds
Now require server.stats to be true to send analytics (as well as official)
Fixed edge case where reskinning a snowmobile would sometimes lose it's storage
Merge from spraycan_merge2
Merge from powerline_zipline
Remove LOD system from sprays
Merge from powerline_zipline
Mission complete analytic
Merge from spraycan_merge2
S2P trainyard, powerplant, launch site, excavator, compound, harbor 1 and 2
Remove debug stuff from playground
Merge from Powerline_Zipline
Fix some ziplines not generating because they were calculating a dot product of over 1
Remove debug stuff from craggy (left two powerlines for testing)
Merge from powerline_zipline
Discarded prefab monuments, will need to redo S2P
Merge from spraycan_merge2
Track ore nodes being harvested (include tool type as well)
Track tree kills (by weapon type)
Categorize GunTrap
Fixed npc deaths being logged as player deaths
Refactor death stat to recognize per weapon auto turret deaths (eg. player was killed by an auto turret with an mp5)
Track all items that are consumed by players
Fix shark categorize string for analytics
Sharks are now considered NPC's
Record deaths via NPC as a sub category so we can differentiate players dying from weapons (ie. getting killed by an mp5 wielded by a player or a scientist)