111,714 Commits over 3,928 Days - 1.19cph!
Merge from world_update_2
Merge from world_update_2
Fixed most rocks in divesite_d double rendering
Another possible fix for no collisions on the divesite plane
add a little spice to the blunderbuss gunshot
re-linked divesite prefabs, cleanup of folders
Biome visuals for coastal and hill cliffs / they will no properly switch colors depending on the biome
Tweaked diffuse textures on all rocks and cliffs to get rid of the noise and unnatural curvature highlights
Tweaked detail map settings on all rocks to reduce repetition and noise
Tweaked LOD settings on coastal cliffs to prevent LOD popin when up-close
- Made the client actually know what a server queue is
- Added a number of editor tools for simulating / manipulating a server queue
- Updated localization function to support variable arguments for format
Merge from fix_monument_collider_cache_invalidation_2 -> main
Redo `fix_monument_collider_cache_invalidation` as merge was being difficult
Make buoys add a little force to the player when they stand on top
radioactive_water -> world_update_2
Increased buffer on water body physics check
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merge from runtime_profling_pooling -> main
Merge from main -> runtime_profiling_pooling
Merge from world_update_2
Various fixes for ProceduralMapEmpty, ProceduralMapRailSimple and ProceduralMapRoadSimple test maps
merge from runtime_profiling_raknet -> main
Increase ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
Merge from main -> runtime_profiling_raknet
Adjusted cave terrain checks to enforce slightly more padding between the terrain surface and the caves (attempt to fix new cliffs sometimes reaching into caves)
TerrainCheckGeneratorVolumes takes an optional offset
incremental updates, respond to texsize change in editor
viewmodel prefab - rough placement for attachments (will fininalize once viewmodel attachment override script is on same branch as asset)
3p entity - updated flashlight attachment position
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Remove a bunch of the buggy water check logic. Just parse radioactive status of water on drink/fill requests
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Radtown:
Enabled mesh collider on toxic water surface
Raised second radioactive water source to extend higher up
S2P
Merge: from pool_container_telem
Tests: took telem info from craggy, procgen 4.5k and saved procgen map. Built all modes in editor. Built standalone server exe.
Some changes on the new radioactive body drinking detection. Closer.
Buildfix: properly exclude command from non-editor builds
Tests: built all modes in editor. Built standalone server.
Fix fireball emission potentially not only being enabled when fireballs are stationary
Fixed radioactive water poisoning sound trying to access a higher index by accident
Added null check in CalculateInventoryRadioactivity to prevent NRE when updating player inventory radioactivity
Fixed broken bota bag prefab
Ensured it has correct container to support rad water
Update: added editor-only print_memory_overhead cmd
- Marked that it gives estimates, not accurate results
Tests: ran on craggy - got simlar results to print_memory
Fixed wood piles being set as ore
world_update_2 -> radioactive_water
Tweak incapacitate vision block duration.
Add fade in/out for effect.
Update: print extra mem held by containers in Pool
Tests: took a couple snapshots on craggy, fresh 4.5k procgen + 4.5k procgen save