136,725 Commits over 4,444 Days - 1.28cph!
Merge Main -> MagnetCraneUpdates
Removed orphan DebugEx timer
Enabled saving on y temp train and carriage entities
Make sure the wheels start at zero rotation
Update changed wheel bogie positions when received even if the train is off
Fix rear bogie jitter from using world instead of local rotation
Added missing time parameter info
Smoothed out train bogie rotation using the new generic interpolator
Merge Main -> Rail Network
Try reducing magnet crane interp snapshot count from 32 to 8
Merge Main -> rail_network
Reverted decal materials to use transparency instead of cutout
Color corrected some materials
Lighthouse interior lighting and environment volumes
Material tweaks
Added some additional dressing
mo splats & related sculpts
Add analytics for vehicle purchases, vending machine purchases (static and player placed), fishing catches, horse purchases
Merge MagnetCraneUpdates -> Main
Added debug method for magnet crane interpolation
Don't report camera frame times (only an issue in listen servers)
Added demo.showLocalPlayerNameTag convar (defaults to off, saved)
Remove debug texture
Fix incorrect alpha cutoff on default spray can decal
Merge from spraycan_restore
Cherry pick
69424 ignoring tracking (let's try this again)
Merge from spraycan_restore
Cherry pick
69431 ignoring tracking
Move platforms to bundled assets for proc gen placement
Shift probability of standard pylons down (8 -> 2)
Hook up platform B and C variants
Fixed mesh decal ambient lighting issues
Fixed some glitches with the interpolator when magnet crane yaw passed through zero. Still hitches at zero - TODO.
Almost fully finalized east side
Fixed shadow proxy issues in airfield
Reflex latency marker fix
Reflex latency marker fix
Reapply build folder cleanup (fixes old catalogue files sticking around after subtract)
Meshing / tessellation improvements
Merge from SteamNetworking_MultiLane_4
Show the player who recorded the demo's nametag when in a demo and in debug cam
Remove old script
Prevent some achievement processing happening on non official servers
Created GenericLerp mostly based on the existing PositionLerp. Simpler than PositionLerp overall, but can interpolate anything. Implemented it for magnet crane animation - cabin yaw + the two arm movements. This makes the magnet crane visual movement smooth instead of jittery (the existing code did a simple Lerp, but couldn't really be timed right on its own).
GenericLerp may be useful any time the server sends regular data which needs to appear smooth on the client despite only coming 10 or 16 times a second. For instance I plan to use it for the train bogie rotation as well.
Use smooth delta time for less jerky zipline movement