111,573 Commits over 3,928 Days - 1.18cph!
Improved erosion splats
Erosion now avoids cliffs
Improved erosion distribution, simulation length and blending
Log warning if item definition isn't set
Set item IDs for test run
Added terrain filters to radtown to detect and avoid Arid and Arctic biomes - Revert if needed
Restored normal scale, glossiness and occlusion scale sliders range to 0-2
swamp trees spawn population allowed on lakeside
refined topologies in swamps and bandit town to correct the impact of painting swamp topology across the entire body of water. Now using lake to prevent tree there.
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Added ProceduralMapCliff test map
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Subtracting item pooling due to Item.MoveToContainer / Item.Save server NRE (too close to patch to attempt a fix)
Merge from modifier_limits
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merge from store-ui-dlc-pages
merge from wantedposter_nre_fix
Fixed the binocular overlay not scaling correctly with interface scale
Texture optimization & sRGB.
Adjusted muzzle pos.
Iterated on FX.
Manifest.
Replace Physics.Raycast with GamePhysics.Trace inside BasePlayer.CheckLookingAtVisible, fixes not being able to pick up dropped items that are dropped in terrain collision ignore areas (notable in power plant)
Merge from hackweek_accessibility_colourblind
Fixed deuteranopia typo
Adjusted default deuteranopia values based on feedback
Closed up holes at the back near the sides on the armoured cockpit
Fixed Patrol Heli tracer visibility.
Update manifest, fixes revolver not loading
Fixed small holes in armoured cockpit colliders at the front
world_update_2/waterwell_update -> world_update_2
Added static respawning planters to new Water Wells.
Updated the mesh sampling system on the spraycan free spray to find and use a valid wallpaper renderer, fixes free hand sprays appearing below wallpapers
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Respawning Static Planters ~
Added ConVar to adjust the extra favourable gene chance.
Better system for informing the static planter when plants die
Set respawn check to 30 seconds
Tiny material fix to two jungle ruin pieces. Added ziggurat blockout to get that task started.
Fuzzed the backend/origin of the side blast flipbook.
Fixed HCR attack prefab reference.
Iterated on attack.
Fixed wanted poster assign UI NRE
Ensured soil saturation stays at maximum throughout growth cycle
Overall quality artificially set
Remove old dead AI code, hook up some events in preparation for NPCs being able to react to bullets impact near them or flying past them