111,294 Commits over 3,928 Days - 1.18cph!
Merge from world_update_2
Functional but terrain gen weirdness remains.
radioactive_water -> world_update_2
Radioactive water is finally supported in backpacks:
- Radioactive poll requests 'bubble' up through children to parents
- ItemModContainerRads now looks at parent changes as well as item parent changes
- Huge amount of debugging and messing around
merge from world_update_2
merge from seaweed_dressing
Added BuildOptions.CleanBuildCache back to our build options (removed this previously to reduce build time, test if this fixes our random build issues)
Swapped TerrainTopologySet to TerrainTopologyAdd for all affected rocks and cliffs to fix water issues
Adjusted TerrainHeightSet radiuses to include fade to prevent gaps underneath
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Add footstep sounds to new wolf anims
divesite_plane_lod1 intersecting face fix
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Updated rock_formation_large_a collider
Merge: from runtime_profiling_pooling
Fixes pool telemetry flood.
Tests: hacked code to force run pooling telemetry - confirmed reduced telemetry.
Bugfix: Respect profiling pool flush interval for pool telemetry
This caused to send ~100kb every update
Tests: hacked code to run analytics
Merge: from main
Tests: none
Cliff hills / added radius to terrain filters to prevent spawning on rail
Fixed truncated entities max health text
Added shadowproxies for cliffs
Fixed the TMP fonts conflicts (fixes missing Arabic font)
Large rock formations / Added radius to terrain filters to make sure they don't collide with tunnel entrances
merge from world_update_2
merge from instantcam_worldmodel_lods
merge from canvas_chat_fix
Tweaked cliff prefabs in an attempt to fix broken grass spawn
Tweaked height mesh meta settings
- Ensure containerWear is properly added to calculate inventory radioactivity
- Ensure ItemModContainerRads goes through every item in its contents
- Added extra profiling to ItemModContainerRads
burstcloth - fix to initialization of collision direction when initialized with some rotation (only come up as a problem in media prod so far)
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Fixed arctic variant of cliff_jutting_d
- Added backpack contents to player inventory rad damage
- Swapped backpack to use ItemModContainerRads to ensure its radioactivity levels are performantly calculated
Restored playground scene
military_tunnel - gaps left around terrain holes
merge: from soundmodulator_leak
Tests: Spawned and killed scientists in batches of 10. Previously I would get an NRE on 2nd batch, now doesn't happen after 6.
Adjusted the hardside wallpaper outside checks
Bugfix: Don't update disabled sound players
I haven't seen it happen, but it is possible that someone could add a SoundPlayer to the Manager's queue, retire it, and next frame Manager would try to update it triggering an NRE.
Tests: spawned 10 scientists and killed them - no nres, audio was good
Bugfix: recycle sounds used by SoundPlayer when owner is returned to pool
Tests: Killed 60 scientistnpc_patrol in batches of 10 - NRE didn't reproduce.
world_update_2 -> radioactive_water