111,652 Commits over 3,928 Days - 1.18cph!
Added buttons to Vehicle Light to allow them to be toggled in editor
Added "Albedo Tint Mask" option to all layers of standard blend4way shader
Block movement server side too when downed and handcuffed
Travelling Vendor -> Main
Removed unused RendererLOD
Added null check on IsPositionClear - should prevent NRE's
merge from wire_slacking/optimisations
Fixed some wire parenting update issues when a single line is attached to multiple doors
set up left indicator - functions great other than going black when off. right indicator not working yet
Merge from travelling_vendor/dynamic_vendor_pricing
Clamp npcvendingmachine.intervalHours between 1 and 120 hours
applied brake material colour changing across lods
Added damage masks for the pedal bikes
All bikes feeling decent to drive, no more speed wobbles. Tweaked various other parameters also.
better brake light and tail light colours
Increased pitch stability val
better tail lights especially on lods
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 Bikes -> main. Improves driving physics and adds improved spawn point system.
Merge DrivingImprovement -> Bikes
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)
Parameter tweaks, testing all bikes
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
Having an extra subclass for the sidecar bike was a bad idea, because now the prefab variant can't automatically carry across the values when its parent is changed. Switch back to having only one Bikes class
Fixed incorrect procmap spawner prefab setup
Rewrote the bike PD controller code into a new PID version with a much more stable derivative. Now easier to keep the bike from oscillating. Adjusted all values