108,632 Commits over 3,867 Days - 1.17cph!
Merge Bikes -> main + manifest rebuild
Shrunk motorbike gibs to not overlap
Enabled gib destroy sound for Motorbike, Motorbike_Sidecar, PedalBike, PedalTrike, all modular car chassis, Tugboat, and Attack Helicopter
Turn off Rigidbody interpolation for Bradley. Should prevent stuttering over network.
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Added upper bound to obstacle blocking
Code cleanup
Better error messages
Manifest, fix missing content
improved collision responses to be resolved positionally without adding velocity into the system
fixed summing of position adjustments with sibling constraints and removed their rotation contribution
Increased bike player death thresholds
set dressing progress backup
better lod distances for turret cctv and turret base
Prisoner hood removes compass UI
Fix trike rear section not being in the LOD Group and therefore showing all LOD levels at once
Pushing a player causes the player 5 damage.
If a player is doing the minigame when pushed, their minigame is interrupted (any progress made during this attempt is discarded) and the item is repaired, with max condition loss.
Progress between attempts is still maintained when not interrupted by a push.
restored upper floor and lower floors set dressing in radhouse
subtracting
100283 Burst upgrade 1.8.15 -> 1.8.16, reapply next week
Pushing a handcuffed player now causes 5 damage to the handcuffed player.
Added Handcuffs.restrainedPushDamage convar to control the damage.
Merge from hood_and_cuffs
Merge from renderlod_hlod_fixes
Bigger colliders, don't clip into walls
Fixed collapsed RendererLOD and MeshLOD objects not getting disabled properly when a HLOD mesh is rendering
merge from fix_ping_estimation_dispose -> main
Fix ping estimation throwing an exception when reading the ping value after the ping was disposed
Fixed bike spawn points at mining outpost, power substation, supermarket
Prevent bikes rolling far away after a player jumps off, add drag
Fixed several issues that were impacting motorbike spawns in monuments:
-Fixed spawn points in junkyard, water treatment, airfield and trainyard being too close to colliders and being unable to spawn bikes
-Added a gizmo to the VehicleSpawnPoint that shows the entity bounds of the vehicle being spawned and will display as red if it is intersecting colliders in the World layer, should fix the above issue in future
-Fixed VehicleSpawnPoint using a static list of spawn points instead of a list per population type (this was causing pedal bikes to spawn in places motorbikes should spawn and would likely have caused issues with tugboats)
S2P junkyard, water treatment, airfield and trainyard
Travelling Vendor -> Main
Fixed some things like the dive suit clipping in first-person view
Greatly reduced target detection range
Minor code cleanup
Added convar to have the vendor destroy buildings. Disabled by default.
Increased push box size
Speculative NRE fix in MonitorLoopingGesture
Update burst from 1.8.15 -> 1.8.16 to fix crashes during builds
merge from runtime_profling_presets -> main