13,600 Commits over 2,710 Days - 0.21cph!
Add pedal trike to vehicle whitelist
Cabling now works with new parenting structure
Merge from pickup_item_number_size
Fixed the red item dropped messages appearing too large
Disable auto sizing on the number field if the item name on an item pickup notice is < 10 characters
Don't show the total item amount in brackets if it's the same amount that you just picked up
Very minor allocation improvement
Merge from dome_collider_fixes
Merge from dynamic_vendor_pricing
Clamp PriceUpdateFrequency
First pass on separating elevator lifts from their parent entity
Merge from minigun_unload_fix
Merge from simulate_compile_errors
Added OutputPath parameter
Added AllowUnsafeBlocks parameter
Added a None build as well
Added a basic sanity check on the defined constants we get from msbuild to ensure it ran successfully and is up to date
Fix exception when unloading a minigun with exactly 256 bullets currently loaded
Increased LOD distance of walkways on airfield towers, pre HLOD
Another attempt at preventing the homing missile launcher UI from staying on screen when spectating
Possible improvement to number sizing on item pickup UI widgets
Fixed not being able to skin SB TC back into a regular TC via the spray can
Industrial storage adaptors no longer block player movement
Merge from block_dof_playback
Added DemoShotPlayback.BlockDofPlayback as a temporary tool to block the depth of field track in a shot
Cleaned out broken shrub prefabs from airfield
Fixed walkways not getting included in HLOD mesh resulting in floating mesh
Fixed a misaligned shadow proxy on wall_plaster_300 prefab
S2P power_sub_big_2, harbor_1, harbor_2, powerplant, trainyard and water treatment
Fixed ladder_prop prefab having a box collider instead of it's mesh collider
Affects dome, wooden cabins b/d/e, lighthouse, water well b/c/d/e
S2P junkyard and launch site as they also used the offending walkway prefab
Fix several walkways at dome using the wrong collider and blocking bullets where they shouldn't
Merge from spectator_team_fix
Another attempt at fixing the spectator display showing incorrect team member names while spectating
Also made a small performance improvement
Store the last code entered into a code lock in player prefs so it gets saved between servers and between client restarts
Merge from travelling_vendor/dynamic_pricing
Summary: vending price changes now take place in real time and will occur every 5 hours by default (was tied to in-game time and was happening 4 times an hour)
Decouple dynamic pricing entirely from in-game time, now operates off real time
Renamed IntervalHours to PriceUpdateFrequency, defaults to 5 hours (this will also ensure the new defaults roll out next month)
Add npcvendingmachine.addHours for testing now that env.addtime will no longer affect npc vending prices
Added NPCVendingMachine.UseRealTime toggle, will use the system clock instead of the in-game clock when adjusting prices
Recommend adjusting IntervalHours down dramatically when using this option so that prices don't take 5 real time days to adjust (setting this to 5 would match the current behaviour)
If changed at runtime resetDynamicPricing should be called afterwards to resync the pricing to the new clock
This would also have a side effect of making prices adjust while the server is offline - prices will be processed to make up for the missing time when a server is booted up again
Fixed a wall with incorrect LOD values in trainyard culling too early
Fixed homing missile launcher UI staying on screen if player is being spectated and the spectator changes target/goes into free cam
Fix shipping container walls ColliderInfo component missing Opaque flag, preventing spray can sprays from working on them
Merge from zipliine_improvements
Increase max zipline length to 185m (was 175m)
Merge from zipline_improvements
Fixed several powerline platforms missing the correct PathSequencePowerline component, resultilng in too many zipline platforms spawning
Increased the maximum distance a zipline can travel to 175m (was 150)
This brings the same test map used on this branch to an average zipline distance of 216m (was 188m and is 121m on release) but brings down the total zipline disance to 19km (was 30km and is currently 20km in release)
The inflation in total zipline distance in the last revision was largely driven by ziplines overlapping each other and making a bit of a chaotic mess of lines, this is now much cleaner
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First pass on browser info