13,067 Commits over 2,831 Days - 0.19cph!
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
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