243,609 Commits over 3,898 Days - 2.60cph!
Add a bunch of spawn points to shipment map
merge from hood_and_cuffs
Added failing ByteStream stress test
Rewrite ByteStream to use Span / ReadOnlySpan where possible
Merge from travelling_vendor/dynamic_vendor_pricing
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Calulate the running average as a double to properly capture averages for small sales amounts
Don't save the previous average with the save data, we can calculate it on the fly
Added a VendorPriceTester editor tool that can crunch analytics data to plot out the discount over time
Scene.RunTrace optimization (test)
merge from
10052 (pink wires fix)
updated sbl material to take advantage of new tinting
added a tint alpha channel to corrugated_e_white texture
Manifest rebuild on Main as well
Manifest, add missing IDs
Passenger seat radius edit
merge from /main/deferred-decal-extra
merge from /main/blend4way-tintmask
Fixed bikes complaining about kinematic bodies while being shredded.
Junkyard shredder no longer allows vehicles to enter from the side. Junkyard S2P.
Added ability to allow a little bit of lerped roll for the bike driver, but it seems a bit nausea-inducing again, so I've disabled it for now
Bicycles now have a bell sound that can be dinged with Fire1
Let cl_steps minimum be 16, mainly for easier listen server physics testing
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fix walkway section using snow materials in large harbor
S2P and HLOD harbor_1
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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crate etc
hooked up sprites
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
Little adjustments to the t-side player
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
Add Diagnostics.Allocations
Temporary allocations dock
Send allocation info with benchmarks
Fix some incorrect sound paths in surfaces