243,526 Commits over 3,898 Days - 2.60cph!
Menu Scene
super basic menu
Increased bike player death thresholds
Remove SceneFile.LastSaved, use existing hash check to check for external changes for scenes, much cleaner
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
teacher
tractor
fortune cookie
dolphin
detective
card locking
genie
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
Removing in PlacementInput doesnt give opponent money anymore
Fix score percent value in pre-playing state(s)
Replace Weak Rock weapon with Double Rock. Start with 3 of each Weapon now.
Don't show default rock in shop. Disable scrolling.
Updated description on all weapons
v_trenchknife: added "weapon" bodygroup (set to 1 to hide)
v_mp9bayonet: added weapon_root bone for v_trenchknife compatibility
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
Fix runtime profiling not turning off performance tracking when profiling is off
New convar to set profiling level preset to the most common settings
0 = off
1 = basic stats (frametime, total entities spawned/killed, lag spikes)
2 = all tracking
Can enable/disable profiling modules with convars after `runtime_profiling` is enabled
Add comments
Have bikes use half the usual amount of position interpolation, and send their steering etc update 10 times a second instead of 6.67 times. Reduces visible input delay
Max bike fuel gauge out at 100 instead of 500, like we do with helicopters.
Increased pedal bike sprint time from 4s to 5s