111,518 Commits over 3,928 Days - 1.18cph!
Fix wood barricades disabling magnet snapping when sprint is held
- this was only intended for high walls as you are often sprinting during combat
- allows you to easily snap together wooden barricades
add optional material override for foliage displacement strength (replacing vertex color)
Healing dart (just a test idea)
Merge from Frontier_HighCaliberRevolver
parented the new 1p bullet drop to something other than the gun
Fixed dropped cartridges having a mind of their own after landing on the ground.
Fixed blurriness on them too.
Improved wooden barricades blocking other wooden barricades
- split into different sized deploy volume for wooden barricades specifically
- made the volume shorter and thinner
- allows the magnet effect on the edges to draw together wooden barricades on a slope without them blocking eachother as much
Fix wooden barricades being difficult to place on the new cliffs
- split deploy volumes: one for world layer and another for construction + vehicle + players
- moved and shrunk world deploy volume so it doesn't intersect with cliffs as much
merge from watervisibilitygrid_fixes
Merge from ai_wolf_iteration
world_update_2 -> radioactive_water
merge from fix_raknet_end_sample -> main
WaterVisibilityGrid fixes
- made it non-static, easier to manage lifetime this way and it should've been owned by the WaterCollision system anyway
- adjusted grid to handle ref-counting, this isn't strictly necessary but is the only way to sanely verify if the system has broken (memory footprint is ~1MB)
- slightly inflated static trigger bounds by an absolute value to manage small noise changes in position that can push it over a boundary
- added a virtual function to EnvironmentVolumeTrigger that lats derived classes run code with a guaranteed trigger collider (some visibility volumes were being missed in OnEnabled from this)
Fix missing EndSample() in Raknet.OnMessage
3rd person reloads with ammo type variants.
disable serversideragdolls by default due to server stall/freeze
Update: adding a server "itemmanager.enablepooling" convar to control item pooling
- starts off by default
Item pooling is too unstable to not have a dynamic switch - already got bit 2 times by it. Who knows what other horrors are hiding out there.
Tests: enabled after loading craggy, gave an ak - saw an uptick in pool.print_memory telemetry. disabled, despawned ak - no changes in telemetry.
Show active dart modifier effects.
Separate tea/dart effect displays.
merge from world_update_2
Merge: from main/item_pooling
This fixers the NRE on server tick (and blocker for joining).
Tests: loaded a save that consistently produced NREs - not anymore
Bugfix: disabling Item pooling
This causes issues on the server which prevents playing.
Tests: loaded a save that consistently produced exceptions - not anymore.
merge from world_update_2
Merge: from main
Tests: none
increase wood yeild from driftwood - someone may harvest them now
stricter log pile spawn rules
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
Del duplicated assets (ammunition_test models + shotgun powdery muzzle flash 'iteratecopy')
Merge from world_update_2
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
Merge from media_projects/frontiersman_media
Merge from world_update_2
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