111,540 Commits over 3,928 Days - 1.18cph!
Final'ish - pending IK fix script.
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Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
Reduce wood pile density by 40%
3rd person motion fixes, part 14
Merge: from main
Tests: default editor build
rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
Clean: removing obsolete methods from Pool
Tests: built all modes in editor
Cancel any active gesture immediately on death
shield prefab and adjusted metal value of texture
TerrainTopologyMap.GetTopology fix when getting topology in radius
Merge: from main
Tests: editor build
Merge: from itemcontainer_pooling
Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
Scatter dart initial/placeholder setup
merge from world_update_2
Merge: from main
Tests: editor compiled
Update: Assertions to catch leaking ItemContainer on init
- Removed lazy cleanup on init - due to Load-Init flow it's dead code
- Removed a redundant ItemContainer.Clear call
Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
Backups; pose collection, cine prefab variants
merge from world_update_2
Clean: removing redundant ItemContainer.Kill calls
- Removed a comment since it became obsolete
Returning to Pool will "Kill" them.
Tests: None, trivial changes
Restrict storage barrel being able to be placed deep inside the world layer
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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 fix_ramp_wall_placement -> main
Fix wall placed beside ramp not able to be replaced after it's destroyed
- applies to all walls: full size, half size, doorway, frame, window & low wall
- https://files.facepunch.com/jakerich/iojYkzF7bnBKc9Sp/b0nGqYrAiPHtL3Zz.jpg
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
merge from fix_foundation_terrain_placement -> main
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
Merge from world_update_2
Fix foundations not being placeable when the middle is clipping into terrain or rocks
- as long as one corner or edge of a foundation is still above the terrain, it will place
- still block placement if the foundation is completely under the terrain
- add new SocketMod_Grouping to control multiple socket checks (which is how it checks multiple points on foundation)
- applied to both square foundation and triangle foundation
Converted hill cliffs generation to PlaceCliffsUniform
Lowered LOD distances on all cliffs
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add smoothness and specular reflectivity multipliers to splat base layers
re-exported viewmodel mesh fbx to face positive z
Huge reword and restructure to radioactive items~
Any item can now be radioactive
Added new flag on containers to check if any radioactive material is inside before they end up having to count up all their rads. Only used on the ItemModContainerRads for the moment
BaseRadioactiveMaterial now declared
Extra comments
Huge code cleanup with clearer method names
Clean: removing overriden-but-not-really method from LootableCorpse
Tests: none, trivial change
Clean: simplifying ItemContainer.MarkDirty
Tests: none, trivial changes
Update: ModularVehicleInventory pools ItemContainer
- Had to cause it to discard MVI on server destroy to properly clean up pool containers. Can add MVI pooling later.
Tests: on craggy approached one of spawned vehicles, inserted pistons in the engine then blew up with c4. Pistons dropped, next spawned vehicle didn't have them. Telemetry had expected values.