111,354 Commits over 3,928 Days - 1.18cph!
-Shield world model prefab + LOD and pivot changes
If fire is ignited while wolves are very close, they will retreat instead of just slowing down to give better feedback that fire worked
Fix fireball isStationary compile error when compiling in None mode
Change wolf behaviour so that it doesn't get used to fire and start ignoring it once the player gets too close
Now it'll attack despite the fire if the player is too close, but stay defensive and use hit and run tactics instead of hyper-aggression through fire
tweaking of coastal rock terrain raise parameters, added an extra object with lower opacity and larger radius to ease out the terrain but the system has its limits as its stands
Enable divesite_plane_COL r/w
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Blunderbuss + frontier hatchet backpack offsets
Merge from hill_cliffs_splat
Merge from world_update_2
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Rock splat removal added to coastal cliffs
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Fix fireball not be set to rest when it should have been
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reinforced wood shield blockout
HCR viewmodel
- Matched fire & ADS fire anims to new repeat fire rate
- Adjusted sound anim events to match new timing
- Set animator to play anim at correct speed (1)
Reenabled LODs on hill cliffs
Added TerrainSplatRemove to all hill cliffs
Clean: replacing obsolete Pool api usage
Tests: none, trivial change
Fixed PlaceCliffsUniform not spawning below 0
Merge: from /main/soundmodulator_leak
Tests: spawned car_2mod_01, drove around - pool telemetry stayed stable, audio was good.
Fixed vending machine skins being rendered as beanie hat
Merge: from main
Tests: built all modes in editor
merge from world_update_2
set the large powerlines path to avoid beach and beachside to prevent paths intersecting cliffs on the coast
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HCR viewmodel - Corrected slightly offset ironsights
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
testing cloud improvements
Merge from world_update_2
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
Merge from world_update_2
Radtown: Fixed floating vats and other interior props. Fixed some one-sided caution signs to use fence variants. (S2P)
Merge from world_update_2
Revamped hill cliffs Anchor length, SlopeScale and TerrainPlacementlBlocked radiuses to make cliffs spawn on steeper slopes than before
Reduced ObjectDistance for hill cliffs from 5 to 3
Allowed hill cliffs to overlap Roadside and Railside topologies
merge from fix_monument_scenes_client_entities -> main