10,948 Commits over 1,950 Days - 0.23cph!
Reload animation shows the correct shell being loaded via events rather than in an update (see UpdateAmmo event on reload and deploy)
Fixed missing buildings in radtown HLOD
Renamed friendly gesture to Surrender
Added an optional description field to all gestures
Added a warning to the Surrender gesture that it will allow other players to access your inventory (Will require a phrase rebuild for localization)
Adjust boogie board downhill force multiplier so it isn't active while on flat ocean
Fix npc vending machine sales data getting reset on server restart
Make the electric heater growable heat source apply heat based on an animation curve rather than a linear falloff
Curve is weighted to only start dropping heat once the growable or planter is more than 70% of the radius away
If a vending price multiplier is 0 for any reason, treat it as full price and don't show any multiplier changes
Fixed AnimatedBuildingBlock never setting isAnimating to false when first initialising, fixes attached IO lines never sleeping
Better fix to retain IO line improvements - pass init into OnAnimationStarted
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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