128,945 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix client compile quickly before Jenkins notices
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from snow_effects_roll_back_and_meshLOD_conversion
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjust sidecar bike steering
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Refactoring, consolidated player reaction code
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Switch from asset warmup -> warming up scenes of prefabs
- loads scenes async in background rather than stalling main thread
- acts similar to async asset warmup
- loads autospawn prefabs first, then everything else
- spawns world and loads entities, effects and misc prefabs in background
- waits for entity scene to finish loading before running prefab warmup
- prefabs not in warmup scene will be warmed up on the fly
EntityToScene packs prefabs into warmup scenes
- for all types of prefabs, not just entities
- can configure with filters to choose what prefabs you want per warmup scene
Added `scene_warmup` convar to enable feature
- must restart for it to take effect
- also requires partial loading to be enabled (this will become full async loading setting in future)
Add `print_misses` convar to see what prefabs were missed by asset warmup or scene warmup
Add warmup scenes into asset bundles
Don't destroy '_Warmup' scenes when loading a new scene via LevelManager.LoadScene()
- destroy all other scenes and load new scene async
- run synchronous for normal loading
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed null mesh entries being included in HLOD
 
                
                
                
                
                
             
         
        
            
            
            
                
                More rider bouncing around  from collisions etc
 
                
                
                
                
                
             
         
        
            
            
            
                
                HLOD meshes will now skip objects with "Core/Foliage" materials