111,660 Commits over 3,928 Days - 1.18cph!
Radtown: Fixed floating vats and other interior props. Fixed some one-sided caution signs to use fence variants. (S2P)
Merge from world_update_2
Revamped hill cliffs Anchor length, SlopeScale and TerrainPlacementlBlocked radiuses to make cliffs spawn on steeper slopes than before
Reduced ObjectDistance for hill cliffs from 5 to 3
Allowed hill cliffs to overlap Roadside and Railside topologies
merge from fix_monument_scenes_client_entities -> main
Fix monument scenes causing entities to spawn on both client and server inside monuments
Fixed airfield sometimes spawning too close to river
Fixed rivers being allowed to continue too long below ocean level, causing the ocean to flood large areas of the terrain
Fixed underwater specular on terrain
HCR viewmodel - removed sway from ADS fire anim
Optim: lazy-allocate Sound Modulator lists
- Added an assert to trigger when we try to remove a modulator we don't own
Noticed that we have 3 modulators on average per 4 lists of modulators, so we can save 1-3 lists per sound and recycle better.
Tests: When driving around, got max 42 SoundModulation instances with 66 lists (instead of 168 previously)
unfucked oasis_c terrain data assignment - was due to a undone rename earlier in the day
repainted the topologies for ocean/oceanside/monument in it
Update: don't expose modulators outside of SoundModulation
- Changed printEngineSounds cmd to update more detialed info while removing redundant info
- Simplified checks since we can now guarantee that our object is safe by construction.
Tests: drove around in a car and checked the output in console.
exported wolf run attack shorter anim and edited wolf prowl anim
Make wolves run away if they are hit by fire, improve blackboard vislog
Remove the old way to find out if a water body is radioactive.
New way doesn't require a texture map.
more shield texture updates.
Bugfix: Cleanup leaking Sound modulators
- Sound now gets notified when it gets retired
- Moved cleanup from Init to Retire and added safety asserts to Init
- Recycle more of SoundModulation state (revealed that we have more storage than modulators)
Tests: Ran around on Craggy, gathered resources, smashed a tree, crushed myself with a car by accident, drove around, swam - sound was good.
-Shield texture updates
-LODs + settings
created noatlas concrete barricade variant and applied to concrete barrier prefab so lod1 has same uvs and material as lod0 on the deployable version
merge from world_update_2
Prevent harbors and ferry terminal from spawning on top of rivers
Merge from dpv_anim_transition_fix
- contains a change to BaseMountable.Mount that replaces an RPC call to ForcePositionTo with an immediate network update on the player
Make flame thrower and fire arrow more reliably scare wolves
world_update_2 -> radioactive_water
replaced an RPC call to ForcePositionTo with an immediate net update of the player when mounting
- both feel responsive, but seperating the change in position from the mounted state caused an edge case in anim state transitions
Wood Pile:
Balancing changes
Increased size of grass displacement map
No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
merge from terrain-smoothness
merge from world_update_2
Reduced canyon target count from 2 to 1 to help other monuments have enough space to spawn
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)
Add NoPickUp and FastDespawn item flags.
Refactor despawn timer init.
Check for NoPickUp flag when showing pickup option.
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added condition to normal swimming->standing transition to not be mounted
If a wolf is stuck while roaming, kill it to save perf
merge from ocean-lightcolor-override
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mrege from world_update_2
Merge: from /main/clean_dead_code
Tests: upgraded half wall - it worked
Clean: removing code marked for deletion since 2023
Tests: upgraded half-walls - it worked
merge from world_update_2
merge from frontier_hatchet
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merge from world_update_2/Halloween_2024