13,067 Commits over 2,831 Days - 0.19cph!
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
Fixed bollards on cargo ship render batching
Merge from tutorial_map_fix
Apply proper tutorial map view clamp on the death screen
Increase the size of the water backing again
Rework dynamic pricing system
-Track the number of items purchased in a given interval (IntervalHours convar, default 6)
-Track an average number items per interval for each sale
-At the end of an interval, update all prices. If the average has gone up in the prior interval increase the price by 5%, if it was lower or equal reduce the price by 5%
-Make the price start at 300%, so it will naturally tend down at first for a while before it normalises onto the price the market thinks it is worth
-Expose the MinimumPriceMultiplier, MaximumPriceMultiplier and StartingPriceMultiplier
This removes an array of objects per sale order and replaces it with 4 saved numbers, so this is a big simplification
Send price multiplier of sell orders in the data for rust+ (won't be visible for now)
Merge from tutorial_map_fix
Increase size of water backing on tutorial island map marker
Fixed item icon NRE's when first person spectating
Fixed incorrect camera position when first person spectating players on bikes (would have affected any other mountables that used the FirstPersonWithArmsEyesLerp mountable feature)
Merge from snow_effects_roll_back_and_meshLOD_conversion
Merge from snow_effects_roll_back_and_meshLOD_conversion
Merge from snow_effects_roll_back_and_meshLOD_conversion/hlod/
Full global S2P and HLOD regeneration
Fixed null mesh entries being included in HLOD
HLOD meshes will now skip objects with "Core/Foliage" materials
Added a proper sized child collider for MetalRowboat_static (scaled down to 0.85 like the other rowboat)
Fixed incorrect length on gambling room light connectors in bandit town
Fixed about 30 shipping containers at harbor_2 that had different variants assigned at various lod levels
Fixed incorrect chainlink colours in NMS
Fixed incorrect bollard colour on cargo ship (note that this will conflict with the test_cull branch, I recommend taking this version and renaming it to match the new prefab name)