128,913 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
            
            
            
                
                Improved wheel traction
Default physics layer checks on roadside (Should pickup those roadsigns)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from building_skins_3/wallpaper
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tag trail paths in monuments so barricades can be placed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated Legacy Wood Log Pile variant FBX
 
                
                
                
                
                
             
         
        
            
            
            
                
                Modify the placement checks to take into account the new tag, barricades can now be placed onto rocks inside monuments
 
                
                
                
                
                
             
         
        
            
            
            
                
                Imported Legacy Wood Log Pile Models
Basic Setup for Legacy Wood Log Pile Prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set the device ID config UI input field to alphanumeric, so it behaves like computer station and ignore any special characters
 
                
                
                
                
                
             
         
        
            
            
            
                
                made/setup admire anims for handcuffs viewmodel
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add tags to rocks
- v2 rocks
- v3 rocks
- rock formations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add ability to tag all colliders of a prefab
- use a component to store the tags if the GameObject already has a tag
- add editor tool to add tags to multiple prefabs
Add "AllowBarricadePlacement" tag
- used to tag colliders on world layer inside monuments that are rocks and shouldn't block barricade placement
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Setup Legacy Wood Log Pile Materials
 
                
                
                
                
                
             
         
        
            
            
            
                
                Imported Legacy Wood Log Pile Textures
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaked colour on light mat
 
                
                
                
                
                
             
         
        
            
            
            
                
                Created Legacy Wood Log Pile Folders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from hood_and_cuffs
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaked light position on vendor truck slightly to help avoid ring, tweaked uvs to avoid light bleeding, tweaked indicator colour to be more yellow on rear
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                fixed correct uv channel on transparent emissive , fixed bleeding edge on truck lights
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prevent NPCVendorTurrets from corrupting saves again
 
                
                
                
                
                
             
         
        
            
            
            
                
                Send price multiplier of sell orders in the data for rust+ (won't be visible for now)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added a parameter to ToBaseEntity to allow destroyed entities to be returned from the registry
Use that in TriggerBase to detect destroyed entities
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Created and setup icon for travelling vendor
 
                
                
                
                
                
             
         
        
            
            
            
                
                handcuff viewmodel anims updated
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from wireisolation_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                hitbox gizmos match their actual size
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                more burst cloth
- changed integration method
- reduced position and orientation to a single spring value each, collision still managed with separate spring
- cleaned up unused cloth material properties
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                 merge from hood_and_cuffs
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from collapse_renderers_default
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enable condition on handcuffs item
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Undo projectsettings.asset being commited
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix compilation error on server
 
                
                
                
                
                
             
         
        
            
            
            
                
                Only require scene_warmup prefab as parts of async asset warmup was running
Add async and synchronous LevelManager.LoadScene() methods as the async one was having issues running on main thread
Add more logging and try catch if a scene fails to load
- don't throw error if warming up a prefab twice, but delete it and log a warning
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from tutorial_map_fix