branchrust_reboot/main/world_update_2cancel
105 Commits over 31 Days - 0.14cph!
Halve the HLOD distance of both harbors
Added mission points to divesite D, E, F so diving missions work
Set static planter wetness client side to full, might solve some flickering issues
Fixed extra material pass on small planter, both player placed and static versions
Reverted accidental Procedural Map scene change
Fixed incorrect building grade lookup in creative mode (need to check skin id as well)
Hooked up water well NPC avatar
Post merge compile fixes, manifest
Added a new Canyon NetworkGroupType to EnvironmentVolume, train layer thresholds are now set based on the lowest one of these in the world rather than the ceiling of the train tunnel volume
Setup placeholder PrefabInformation for water well NPC
Using heavy scientist avatar for now
Slight layout tweaks to Item info panel to better fit a longer NPC name
Fixed water well NPC's not appearing properly on the hunting trophy
Fixed plants spawning in water well planters losing their 100% condition on server load
Static planters code cleanup, use PrefabAttributes and remove the id lookup as it won't work through a save/load
Fixed planters being able to plant more than one plant in a slot after a server restart
Increase spawn check timing to 4 minutes (was 30s)
Rebuild manifest
Unsaved food cache loot change
Adjust food cache spawns, removed black berries and raw meat
Fixed water well shop appearing on the map after a server restart
Removed all child gameobjects on a bunch of loot entities on the server (mostly some leftover model gameobejcts and the empty birthday balloon objects)
Affects crate_basic, crate_elite, crate_mine, crate_normal_2_food, crate_normal_2_medical, crate_normal_2, crate_normal, crate_tools, crate_underwater_basic, foodbox, loot_barrel_1, loot_barrel_2, oil_barrel, vehicle_parts
Removes 1-12 gameobjects per entity
Fix some vendors in bandit and fishing villages not working
Disable the network type on the EnvironmentVolumes in the train stations (stations are higher than tunnels, we only want the tunnels to contribute to the network threshold)
Delete UI.Inventory.controller, not used at runtime and prints warnings when opening the editor
Update the inner lake topology of craggy island so it renders water
Added AmbientLightMultiplier, DirectionalLightMultiplier, ReflectionMultiplier, SunMeshBrightnessMultiplier and MoonMeshBrightnessMultiplier to WeatherPreset
Merge from world_update_2/dynamic_underground_network_groups
Merge from world_update_2/dynamic_underground_network_groups
Merge from world_update_2/dynamic_underground_network_groups
MeshLOD can now be used with DeferredMeshDecals, handles turning on and off and swapping LOD levels and updating the decal accordingly
Re-enabled glue models in compound
Disable the glue prefabs in compound for now to resolve error on joining
Merge from world_update_2/waterwell_update
Reworked invisible npc shopkeeper init process so we can diasble the vending machine collider when the attached NPC is dead
Resolves a few issues, most notably the ragdoll of killed water well shopkeepers behaving incorrectly (because they were spawning inside a collider)
Removed a loading platform renderer in outpost that wasn't part of a LOD
Converted all of the glue decals to MeshLODs for memory savings and allows them to be included in the HLOD disable list
HLOD and S2P outpost
Fixed selected creative grade not being consistent across all grades, now uses the order of the foundation block
Delete ParticleIKFix script, not used and has been replaced by better solutions
Merge from world_update_2/waterwell_update
Convert all the awning assets used in outpost to MeshLOD (was using LodGroup)
Merge from waterwell_update
Merge from waterwell_update (for initial playtest)
Fixed layer mask of summer DLC pools not picking up dropped items, fixes items not sinking as expected
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting)
Uses same system as boogie boards
Add nav mesh obstacles to the water bodies in new monuments to stop animals getting underwater
Adjust water depth socket mod to work better in lakes, should allow water pump placement in lakes
Fixed explosives not playing their underwater effect when they detonate under the lake
Added a system to block water pump placement in swimming pools but still allow it in natural water sources like lakes
Fixed dropped items not sinking properly like they do in the ocean (will need a S2P, I'll just do all of them at the end of the day)
Fixed not being able to fill water containers from lakes and oases
S2P all new water monuments