32,823 Commits over 4,079 Days - 0.34cph!
Moved TerrainHeightSet on the god rock to fix holes
merge from world_update_2
cave_small_hard terrain anchor fixes
Removed map names of all unique enviroments
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Fix blunderbuss hammers flicking back at the end of the reload
cave_medium_hard terrain anchor tweaks to prevent it spawning too close to river
merge from fix_monument_scenes_osx -> main
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disable dynamic pricing on waterwell npc
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lowered tea sell order probability and increased refill rate to repopulate much slower
adjusted DPV health
adjusted waterwellshopkeeper inventory
Reduced river rocks density by 50 percent according to feedback
Added TerrainHeightSet to godrock to prevent it from being placed too deep in the ground as per playtest feedback
Fixed terrain hole at the bottom of hill cliffs
Fixed not being able to build on cliffs
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merge from water_well_fixes
increased cull distance on frontier weapons
HCR viewmodel - re-deleted anim events to fix addtional bullets flying out during reload
Converted TerrainTpologySet to TerrainTopologyAdd on legacy arid formations
Allowed reeds to spawn along the rivers again
Tweaked reed scale to be more realistic
HCR viewmodel bug fix - fixed ironsight being slightly too high
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Fix DPV appearing in crafting menu in tutorial
Merge: from soundmodulator_leak
Fixing zipline NRE that my previous change caused. When not pooling, retail the modulators instead of trying to recreate them, since some scripts don't clear them properly.
Tests: rode the zipline twice on Craggy, then noclipped around the island to destroy sounds, then rode the zipline twice again - no NREs
Set legacyDismount to false on chair.invisible.static now that dismount checks always use a capsule check even when an ignore entity isn't provided
Fixed positioning on fan mesh on worldmodel
Fixed worldmodel missing outline and adjusted collider size
reset pivot on divesite_plane, divesite_plane_COL and removed COL from visible prefab
Merge: from soundmodulator_leak
Fixing an assert flood on client by hiding a check behind soundpooling switch - this restores original wonky behavior.
Tests: On Craggy, flew around the island with noclip to trigger spawning/despawning of sound entities - didn't see any assertions.
Set frontier hatchet to unlock via frontier hazmat
Fixed frontier hatchet missing isRedirectOf, spawning in loot pools and being craftable
Set up redirect skin for blunderbuss, unlocks via frontier hazmat
fixed food spawns at radtown
dpv crafting/techtree
adjusted hcr crafting costs, removed extra unused slot from python/hcr
updated radtown name, updated radtown loot
merge from world_update_2
deleted unused concrete_barrier material generated from fbx import and changed barricade_concrete and barricade_concrete_gibs fbx material import to embed then linked existing correct materials
Update: Audio RPC codegen
Missed in my previous commit - support for audio.enablesoundpooling.
Tests: enabled the switch at runtime, produced assertions (expected)
Merge: from soundmodulator_leak
Workarounds the AudioAmbience NREs by disabling pooling (audio.enablesoundpooling).
Tests: on Craggy shot up 20 scientists, rode a horse, cut down trees, placed 100 barricades - no uptick in pooling of sound modulators in telemetry. No old NREs triggered.
edited blunderbuss viewmodel animations to prevent the shoulder clipping into view because the FOV and positioning of the gun was changed.
Tin can alarms can no longer be picked up without building privileges
world_update_2 -> main (print statement was annoying!)