111,294 Commits over 3,928 Days - 1.18cph!
crustaceans upscaled and added transparency, fish swim prefabs (unused currently) , barnacles tiling first pass
Industrial storage adaptors no longer block player movement
Merge from block_dof_playback
Added DemoShotPlayback.BlockDofPlayback as a temporary tool to block the depth of field track in a shot
Cleaned out broken shrub prefabs from airfield
Fixed walkways not getting included in HLOD mesh resulting in floating mesh
Fixed a misaligned shadow proxy on wall_plaster_300 prefab
S2P power_sub_big_2, harbor_1, harbor_2, powerplant, trainyard and water treatment
Fixed ladder_prop prefab having a box collider instead of it's mesh collider
Affects dome, wooden cabins b/d/e, lighthouse, water well b/c/d/e
S2P junkyard and launch site as they also used the offending walkway prefab
Fix several walkways at dome using the wrong collider and blocking bullets where they shouldn't
Fixed bike instrument light z-figting
Improved sidecar bike still pulling slightly to the left. Also moved centre of mass on motorbikes towards the rear a little.
Merge from spectator_team_fix
Another attempt at fixing the spectator display showing incorrect team member names while spectating
Also made a small performance improvement
Merge EditorExtras -> main
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Store the last code entered into a code lock in player prefs so it gets saved between servers and between client restarts
Merge from travelling_vendor/dynamic_pricing
Summary: vending price changes now take place in real time and will occur every 5 hours by default (was tied to in-game time and was happening 4 times an hour)
Dir tweaks, asset reconfig
Moved the Loadouts section to the bottom since there are so many loadouts now
Fixed the 'LOADOUT' section making the editor window want to be very wide
Decouple dynamic pricing entirely from in-game time, now operates off real time
Renamed IntervalHours to PriceUpdateFrequency, defaults to 5 hours (this will also ensure the new defaults roll out next month)
Add npcvendingmachine.addHours for testing now that env.addtime will no longer affect npc vending prices
A couple of minor adjustments to the editor
Added a section in the editor that allows enabling a CLIENT+SERVER physics testing mode
Added NPCVendingMachine.UseRealTime toggle, will use the system clock instead of the in-game clock when adjusting prices
Recommend adjusting IntervalHours down dramatically when using this option so that prices don't take 5 real time days to adjust (setting this to 5 would match the current behaviour)
If changed at runtime resetDynamicPricing should be called afterwards to resync the pricing to the new clock
This would also have a side effect of making prices adjust while the server is offline - prices will be processed to make up for the missing time when a server is booted up again
Fixed bad spacing in the Game section
Added prevent building volumes to the junkyard car shredder
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coastal rocks decor modifier size tweak
File name cleanup
Jutting cliff prototype
Large coastal rock prototype
Updated spawn settings for variety of cliff generators
Improved the wire deployment checks to reject any placement in prevent-building volumes, except for monument root volumes
Moved harbor containers prevent building volume to client/server
Ensure static office lift and player lift have same whitelist
More debugging
Added motorbike, side car, bicycle, drone and snowmobile to white list of parented vehicles
Prototyope smooth path following for the wolf, hook hit anim
Merge from qol_print_memory_improvements -> main
Add `MaxItemsInUse` to pool
- lets you know the maximum amount of items taken from the pool at once
Add `reset_max_pool_counter` command to reset the maximum item counter per pool
- allows you to reset the pool count incase it gets set to a really high value during 24hr window
Created whitelist system to allow only certain vehicles to be accepted in an elevator
Allow vehicles to be parented to static elevators. Primarily affecting bikes, snowmobiles etc