13,047 Commits over 2,831 Days - 0.19cph!
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Update the liquid push targets if we encounter a push target that is no longer valid while moving water around
FIxed spawn point gizmos showing a secondary, incorrect cyan circle
Added more crate spawn points and standardised all of the dive sites to spawn the same amount of crates
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)
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
Possible NRE fix in PushLiquidThroughOutputs
Merge from world_update_2
Fixed not being able to spray decals on half walls, low walls, doorways and windows when using the shipping container skin
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
Reapply PlayerLoot change
Merge from main (doing this on a branch as there were some tricky conflicts, will likely need manual fixes)
Merge from world_update_2
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
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
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
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
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Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
Merge from elevator_parenting_collision_improvements
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
Merge from world_update_2
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
Increase bounds padding on elevator lift
Scaffolding mesh collider is disabled while an elevator is in motion to prevent players clipping into them and getting dismounted
Merge from world_update_2
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
Merge from fog_motion_fix