userJarryd Campicancel
branchrust_reboot/main/world_update_2cancel

105 Commits over 31 Days - 0.14cph!

3 Months Ago
Fixed LODGroup conflict on blunderbuss world model
3 Months Ago
Merge from Blunderbuster
3 Months Ago
Added "Tools/Find/Culling Volume one way connections" Fixed missing connections in cave_large_sewers_hard, cave_medium_hard, cave_small_medium, cave_large_sewers_hard
3 Months Ago
Fix NRE when attempting to repair an item and removing the item from the repair bench at the same time
3 Months Ago
Update conflicting prefab id on br_sphere prefab Manifest
3 Months Ago
Fixed mesh import settings on a bunch of divesite meshes Fixed seaweed decal not rendering (incorrect decal layer)
3 Months Ago
Added new SwapAmmoParticle class, same functionality as SwapAmmo on viewmodels but swaps a material on a particle effect Applied to 3rd person reload effect on HCR, shells dropped will now have the correct material
3 Months Ago
Further checks on waterball splash logic to prevent a splashing through foundation edge case
3 Months Ago
More culling volume fixes in cave_medium_hard
3 Months Ago
Manifest rebuild
3 Months Ago
Add harvestable layer to F1 layer tools
3 Months Ago
Batch mussel meshes
3 Months Ago
Fixed most rocks in divesite_d double rendering
3 Months Ago
Batch barnacles
3 Months Ago
Another possible fix for no collisions on the divesite plane
3 Months Ago
Enable divesite_plane_COL r/w
3 Months Ago
Blunderbuss + frontier hatchet backpack offsets
3 Months Ago
Fixed two possible cave configs that had misconfigured culling volumes that would result in seeing through into the void cave_large_hard, cave_small_medium
3 Months Ago
Only clear decals that are going to be recycled when playing back a demo shot, leave static monument decals untouched
3 Months Ago
Some prefab cleanup on divesite_d, still needs more work Fixed starfish_01 not culling Prefab replacer now selects the newly spawned prefabs
3 Months Ago
Added Tools/Find/Conflict ID Lookup tool Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0 Rebuild manifest
3 Months Ago
S2P stables_b to fix missing HLOD on monument scene version
3 Months Ago
Possible fix for cave culling volumes incorrectly hiding themselves while a player is inside It appears MeshLOD may have been setting the meshfilter of some meshes to null before CullingVolume has a chance to build the volume bounds, leading to bounds that were too small Added debug.printCullingVolumeInfo to print the current volumes the camera is inside of for debugging
3 Months Ago
Fixed floating bottle in water_well_d
3 Months Ago
Fixed a culling volume setup in cave_small_medium that resulted in being able to see into the void
3 Months Ago
Speculative fix for MapMarkerCH47.SetupUIMarker NRE
3 Months Ago
Fixed floating IO wires in Radtown Fixed floating stack of license plates in Radtown S2P
3 Months Ago
Remove DontBecomeSolidWithPlayerInside component from waterball, it's deprecated and no longer used Fixed water ball spawning 1m in front of player even if they are standing in front of something solid, fixes sometimes being able to pour radioactive water though walls and killing plants Removed a useless GetComponent in FixedUpdate
3 Months Ago
Merge from world_update_2/merge_main (this brings this branch up to date with main)
3 Months Ago
Tag hill cliffs as AllowBarricadePlacement
3 Months Ago
Unsaved
3 Months Ago
Allow debug.ent_find_radius to work in live gameplay (was just demos)
3 Months Ago
Fixed NRE when looking at water if radiation water map doesn't exist
3 Months Ago
Fixed water well food cache and npc spawner marked as Client Cull while breaks spawning when used in MonumentIsland S2P affected water wells
3 Months Ago
FIxed spawn point gizmos showing a secondary, incorrect cyan circle
3 Months Ago
Added more crate spawn points and standardised all of the dive sites to spawn the same amount of crates
3 Months Ago
Add shark spawner to the spawn groups list on new divesites so it won't retire until the shark is killed (matching behaviour of old dive sites)
3 Months Ago
Added a UseCurve option to GameObjectToggleState and an accompanying curve, if the curve value is greater than 0 it will be considered on Allows us to toggle an object on and off multiple times in a single state
3 Months Ago
Fixed not being able to spray decals on half walls, low walls, doorways and windows when using the shipping container skin
3 Months Ago
Possible fix to CH47 killing it's mounted scientists twice, leading to some exceptions Also switched a string based invoke to a direct method call
3 Months Ago
Swap out spawner
3 Months Ago
More divesite E fixes
3 Months Ago
Rebuild divesite E after the directory changes in 104327 broke most of the models Added junkpile mounds to bridge the gap between the geometry and terrain
3 Months Ago
Convert junkpile_base to meshlod Add some junkpile_base meshes to divesite D and F to hide the gaps between the rock meshes and the terrain
3 Months Ago
Switch divesite D and F to JunkpileWaterSpawners for their crates, fixes crates getting orphaned when a dive site is retired or go through a save/load
3 Months Ago
MeshLod divesite d and f
3 Months Ago
Split the buoy section of divesites into a new child entity that bobs up and down on the server and uses SyncPosition Solves mismatching colliders on the client causing flyhack and raycast issues Only animates on the server if a player is within 128m Added a slight rotation over time
3 Months Ago
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
3 Months Ago
Fix Scene2Scene process running HLOD generation 3 times when generating prefabs and scenes Only run the first bake, subsequent HLODBounds generation calls will use cached mesh and materials (still runs everything else) Needs to be implemented when calling the S2P generation methods (see HLODBounds.ResetMultiBake in SceneToPrefab
3 Months Ago
Rework UnwrapBakers final asset output process to update and resave assets instead of deleting and recreating assets Fixes Scene2Scene workflow missing HLOD meshes because subsequent runs would delete the assets, losing their connection