10,934 Commits over 1,950 Days - 0.23cph!
Fixed LODGroup conflict on blunderbuss world model
Merge from world_update_2
Merge from world_update_2
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
Merge from world_update_2
Fix NRE when attempting to repair an item and removing the item from the repair bench at the same time
Update conflicting prefab id on br_sphere prefab
Manifest
Fixed mesh import settings on a bunch of divesite meshes
Fixed seaweed decal not rendering (incorrect decal layer)
Added support for multiple IViewmodelComponents on a single viewmodel
Added BlunderbussViewmodel component that adds a shotsLeft state and lerps between three layers based on how many shells are left
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
Merge from world_update_2
Merge from world_update_2
Further checks on waterball splash logic to prevent a splashing through foundation edge case
More culling volume fixes in cave_medium_hard
Add harvestable layer to F1 layer tools
Merge from world_update_2
Fixed most rocks in divesite_d double rendering
Another possible fix for no collisions on the divesite plane
Enable divesite_plane_COL r/w
Blunderbuss + frontier hatchet backpack offsets
Merge from world_update_2
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
Only clear decals that are going to be recycled when playing back a demo shot, leave static monument decals untouched
Some prefab cleanup on divesite_d, still needs more work
Fixed starfish_01 not culling
Prefab replacer now selects the newly spawned prefabs
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
S2P stables_b to fix missing HLOD on monument scene version
Merge from world_update_2
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
Fixed floating bottle in water_well_d
Fixed a culling volume setup in cave_small_medium that resulted in being able to see into the void
Speculative fix for MapMarkerCH47.SetupUIMarker NRE
Fixed floating IO wires in Radtown
Fixed floating stack of license plates in Radtown
S2P
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
Merge from world_update_2
Merge from world_update_2/merge_main (this brings this branch up to date with main)
Tag hill cliffs as AllowBarricadePlacement
Allow debug.ent_find_radius to work in live gameplay (was just demos)
Merge from world_update_2
Fixed NRE when looking at water if radiation water map doesn't exist
Fixed water well food cache and npc spawner marked as Client Cull while breaks spawning when used in MonumentIsland
S2P affected water wells
Update the liquid push targets if we encounter a push target that is no longer valid while moving water around