10,948 Commits over 1,950 Days - 0.23cph!
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
Updated the ClientServerFieldFinder to check for fields when in None compiler mode
Fixed all client/server/none field mismatches except for the travelling vendor fields
Should fix long monument imports when switching between compiler modes
Merge from tutorial_speakwith
Added debug.printMissionSpeakInfo to print out more info when the player is attempting to complete a mission objective where they have to speak to an NPC, trying to track down an elusive tutorial soft lock
Merge from auto_turret_demo_fix
Fix NRE when scrubbing through demos with an Auto Turret
Handcuff size is now applied to the handcuff viewmodel mesh blendshape and the additive_arms layer (halved the value on the layer as this looked wrong with the direct value applied)
Added a handcuffs size slider to Wearable, the handcuff scale layer will be set to the maximum value out of all of the clothing the player is currently wearing
Set up handcuff size multipliers for all hazmat skins
Disable the hands animator layer when downed and handcuffed
Merge from travelling_vendor/dynamic_pricing
Round the price on the vending machine screen correctly
Some minor cleanup in the vending machine screen class
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fixed incorrect trousers clothes line positioning and S2P: all wooden cabins, bandit_town, swamp_c, stables_a, fishing_village_c, excavator, underwater labs, arctic research base, underground tunnel entrance
Merge from dismount_parachute_fix
Force the player to play the full skydiving animation even if the animator controller is currently in a non-accessible state (eg. just dismounted a vehicle that's in the air)
Fixed tabledoor_B mesh rotation
Fixed reactivetarget_deployed double MeshLOD component
Fixed duplicate MeshLOD components on sofa_pattern_static
Cleaned up the hemp plantlings in fishing_village_c to use MeshLOD, more aggressive culling and cleaned out unused components (saves 50 gameobjects)
Slight change to the MeshLOD state editor to make the final state more usable
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fixed all cases of incorrectly scaled jerrycans
Affected prefabs: rowboat, fishing rod viewmodel, crude oil worldmodel, end tutorial cinematic, pumpkin basket entity, easter basket entity, water jug world model+entity, rhib fuel storage entity, cargo ship
Affected monuments that have been S2P: small oil, stables_a/b, water well a/b/c/e, wooden cabin b, bandit town
Fixed incorrect layer on burned head model causing it to not render
S2P arctic research base
Merge from snow_effects_roll_back_and_meshLOD_conversion
S2P harbor_1 and fishing_village_a
Switch chinese lanterns to MeshLOD
Adjusted metal rowboat scale in tutorial island, harbor_1 and fishing_village to match its old visual scale (no S2P)
Fixed all usages of the AdvancedTools prefab not getting rotated correctly, affected prefabs:
crate_tools_tutorial, TackleBox, MissionLootBaox_Basic, SubmarineSolo, crate_tools
FIxed burned head getting offset in arctic portacabin and tutorial island barrel
Fixed secret lab chair gibs missing material
Merge from batch_white_fix
Fix renderer batching overriding the detail colour property to white on non shipping container batches
Merge from sprint_seed_fill
Don't allow seed flood fills if the player isn't in distance range of every seed slot in the planter
Merge from dynamic_vendor_pricing
Update printAllPriceChanges to print out current and historical averages
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fixed a selection of containers in Harbor_2 having misconfigured DeferredMeshDecal components, with some LOD levels having the component and some levels missing it
Resulted in side of container company decals appearing/disappearing at some LOD levels