13,600 Commits over 2,710 Days - 0.21cph!
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Travelling vendor will now trigger the safe zone warning UI in the top right of the screen if a player is within 200m
Better fix for NPCVendingMachine NRE, will fix sell orders added via mods not getting dynamic pricing applied
Fix NPCVendingMachine.GetDiscountForSlot out of range exception
Fix remaining incorrect barrel colours on small oil and S2P
S2P stables_b, fixes search light facing the wrong way
Grey out the set speed option if only non-compatible clips are selected
Created Rust.TimelineTools plugin
Added Set Duration and Set Speed right click options, opens up a window to batch set the speed or duration of clips
Compatible with domain reloads and Undo
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Fixed conflicting LODGroups on hazmat youtooz figurine
Converted both water catchers from LodGroup to MeshLOD and RendererLOD
Updated the LodLevelDisplay component to work with MeshLOD and display correct information when a RendererLOD is collapsed
Merge from renderlod_hlod_fixes
Fixed collapsed RendererLOD and MeshLOD objects not getting disabled properly when a HLOD mesh is rendering
Fixed bike spawn points at mining outpost, power substation, supermarket
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
Speculative NRE fix in MonitorLoopingGesture
Fixed several NRE's when opening the map while in a demo and the player has placed markers
Improve csv exporter to export multiple item data streams at once
Travelling vendor is no longer globally networked
Fix cargo ship spawning extra scientists (have to turn off both variant roots)
Merge from travelling_vendor/dynamic_vendor_pricing
Calulate the running average as a double to properly capture averages for small sales amounts
Don't save the previous average with the save data, we can calculate it on the fly
Added a VendorPriceTester editor tool that can crunch analytics data to plot out the discount over time
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fix walkway section using snow materials in large harbor
S2P and HLOD harbor_1
Fixed incorrect pipe and barrel colours on small oil
Removed the rotation fix object on the searchlight_static prefab variants now that the mesh has been fixed and is pointing in the right direction
Manually fix several instances where this object was rotated in monuments
S2P sewer branch, excavator, stables B and military tunnels
Merge from travelling_vendor/dynamic_vendor_pricing
Clamp npcvendingmachine.intervalHours between 1 and 120 hours
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fixed crate_tools mesh incorrect rotation
Fixed team UI and some first person spectate NRE's while spectating a player in a demo
Lowered the explosion force multiplier on all bikes to 40 (was 400)
Allow elevators to send their request signal even if they are blocked by vehicles, this allows the elevator to at least be able to open and close the door if it is blocked by a vehicle
Merge from travelling_vendor/dynamic_vendor_pricing
Lowered default maximum price and starting surcharge to 200% (so double the initial price)
Added total lifetime sales and intervals to printAllPriceChanges
Added npcvendingmachine.PriceIncreaseAmount/PriceDecreaseAmount convar to control how quickly the price moves up and down (by default increases 10% and decreases by 5%, used to be 5% both ways)
Fix items rounding down to 0 cost if they had a 50% discount and were only 1 scrap to begin with (RIP free pickles), the minimum cost of an item will always be 1 scrap
Consolidated all of the rounding and clamping to a single method in VendingMachine for easier management of issues like this
Fixed incorrect procmap spawner prefab setup
Merge from bikes/spawning
Added an extra randomisation pass when selecting a spawn point
Lowered all bike default population values to 1, results in 16 motorbikes and 20 pedal bikes on a 3.5k server
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