108,632 Commits over 3,867 Days - 1.17cph!
Fixed incorrect pipe and barrel colours on small oil
Removed the rotation fix object on the searchlight_static prefab variants now that the mesh has been fixed and is pointing in the right direction
Manually fix several instances where this object was rotated in monuments
S2P sewer branch, excavator, stables B and military tunnels
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Reduced bicycle sprint time a little. Reduce bike brake power a bit (all bikes). Increase trike max steer at high speed.
merge from main -> monument_scenes
Hooked up motorbike damage FX and instrument lights
Motorbike pitch stability edit
emissive tweaks for lods, reversed indicators so they function like real ones (off default) , tweaks to lodding values especially turrets
Manually revert creeping_tree prefabs
Cherrypick cs
100113 (skip RendererLOD for BiomeVisuals2)
Subtract first merge from biome_visuals_2
Reconvert prefabs excluding RendererLOD
Cherrypick
100111 (BiomeVisuals2 RendererLOD fix)
Fix RendererLOD not having it's settings copied over by BiomeVisuals2
Merge from main -> biome_visuals_2
Merge from fix_barricade_subway_entrance -> main
Fixed "not in terrain" error phrase accidently defaulting to "Can't Place On Monument"
- only affected phrases when generated, didn't affect the ingame messages (yet)
Move a few more error phrases to the ConstructionErrors class
Fix subway entrance prefabs not having `PreventBuildingMonumentTag` as they aren't apart of the S2P system that all other monuments are
- should fix them not being placeable outside of subway entrances
Merge from main -> fix_barricade_subway_entrance
merge from editor_count_components -> main
Added right click menu option `Stats/Component Count`
- print the number of each type of component of the selected GameObject
- if multiple objects are selected, prints the amount per object
Hide hooded player map position from team members
handcuff sounds
set correct inventory handling sounds on prisoner hood
Collision FX.
Color space fix on med explosion texture. (Unrelated)
merge from simulate_compile_errors -> main
Added `Switch/Test Compile Errors` menu option
- will run parallel dotnet build in background in CLIENT and SERVER mode even if you are in CLIENT + SERVER
- will output whether the build succeeded or failed (and include the errors)
- only runs on windows atm
Damage effects for motorbikes.
Road FX tweaks.
Don't create a death marker
Milder throttle exhaust.
Will get more pronounced with damage.
Merge Travelling Vendor -> Main (yet again!)
Added client check for editor script
Travelling Vendor -> Main
Merge Travelling Vendor -> Main
Fixed override steering bug
Increased time between pullovers
remove ambient sound from travelling vendor vending machines
Fix hot air balloon immediately deflating after server transfers
Fix player's parent incorrectly being removed in BasePlayer.EndSleeping
Greatly improved the performance of vendor position pull over collider check
Merge from runtime_profiling_update_markers -> main
Simplify StartOfFrameHook as the first of FixedUpdate() or Update()
Rename "CPU" in perf 6 -> "SCRIPTS"
Estimate time taken to measure Physics.Update()
- time taken between `FixedUpdate()` and `yield WaitForFixedUpdate`
- include physics update time in server runtime profiler
- add to perf 8 alongside FixedUpdate ms