111,714 Commits over 3,928 Days - 1.19cph!
3p entity updates, added anim event and effects
Fixed broken coastal rock prefab links
drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information
merge from world_update_2
Swapped radioactive water icon
Added generalised Radioactive flag to item
Flag is set true/false by static general radioactivity
Flag is also set true/false by the new item container (that supports rads)
merge from world_update_2
merge from HighCaliberRevolver
Play some rad noises at appropriate levels for a few seconds should the player be inflicted with rads through poisoning rather than exposure
Shield Texture pass and material changes
Merge from water_visibility_grid
- provides 2D grid for early exit on most WaterCollision.GetIgnore checks
- dynamic water visibility volumes are brute-force checked, but there are an extremely small number of instances
Dart prefab rotation fixes
close profiler sample region properly on early exit
Update: Bringing back Item pooling
- Added a couple extra fields that were missed
Still need to reproduce the NRE we encountered earlier.
Tests: built all modes in editor. Spawned an AK, put an ext-mag on it, threw away to despawn, spawned a new one - didn't have attachments
Merge from world_update_2
Updating EAC setup / launcher
Added frontier hazmat_hitboxSystem to BurstClothTestbed scene
Added mocap sample clips
Improved hierarchy of cinematic prefab for Paddy
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
Improved PlaceCliffsUniform randomization
Fixed river / ocean transition terrain issues
Merge from world_update_2
Final'ish - pending IK fix script.
▊▋▋ █▅▍▄▇▌▇▌.▍▇▍▆▅▅▌▍▊▇▊▋▋▋ ▋▇█▆▅▌▇ ▇▊ ▍▋▋ ▌▌▇▇▅▅ ▇▅▄▌▇▋▇ ▅▇ ▆▉█ ▍▍▄▋█▉▉▄ ▊█▉▉▊▍█▇▇▍▉▆, ▆▉█▉▋ ▌▍ ▋▌▄ ▉▅▋▆▄▌▋▄▇▌▌.▄█▌▊█▆▇▆▄▋▇▋▆ ▆▇▉█▍▊▊ ▋▆ ▊▍▇▋█▍▊▉ ▆▉▋█▅▄▊▌▆ ▉▉▉ ▌▆▅ ▇▉▍▊▇▆▅▋
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
Reduce wood pile density by 40%
3rd person motion fixes, part 14
Merge: from main
Tests: default editor build
rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
Clean: removing obsolete methods from Pool
Tests: built all modes in editor
Cancel any active gesture immediately on death
shield prefab and adjusted metal value of texture
TerrainTopologyMap.GetTopology fix when getting topology in radius
Merge: from main
Tests: editor build
Merge: from itemcontainer_pooling
Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
Scatter dart initial/placeholder setup
merge from world_update_2
Merge: from main
Tests: editor compiled
Update: Assertions to catch leaking ItemContainer on init
- Removed lazy cleanup on init - due to Load-Init flow it's dead code
- Removed a redundant ItemContainer.Clear call
Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
Backups; pose collection, cine prefab variants
merge from world_update_2
Clean: removing redundant ItemContainer.Kill calls
- Removed a comment since it became obsolete
Returning to Pool will "Kill" them.
Tests: None, trivial changes
Restrict storage barrel being able to be placed deep inside the world layer
thumb_up
13
thumb_down
11
Merge from elevator_parenting_collision_improvements