111,677 Commits over 3,928 Days - 1.18cph!
Wallpaper page media, description
PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise can now all have their TerrainAnchorMode adjusted
rebuilt the door rig with the orriginal offsets for the gates
shifted collider for the gate from LOD0 to parent
models import settings for display and collision meshes
Fixed triggerHeight not being set in builds
Merge from world_update_2
Merge from world_update_2/waterwell_update
Another pass on vending orders
Remove some old hacks to fix save games (again)
Added explicit versions of TakeFrom to eliminate param[] allocation
Fixed dead npc shopkeepers using the wrong loot panel, a symptom of them not using the correct corpse prefab
Involved moving CreateCorpse override up a level from HumanNPC to NPCPlayer, this turned into a bit of a refactor as I cleaned up the copy+pasted CreateCorpse methods in FrankensteinPet, ScarecrowNPC and GingerbreadNPC, exposed any differences in their corpse generation process as virtual properties (see CorpsePath, ShouldCorpseTakeChildren, KeepCorpseClothingIntact, OverrideCorpseName, ApplyLoot, CopyInventoryToCorpse)
Remove Gibbable, GroundWatch components from new planters, mark them as immortal
Added 1x planter to water well A
Added 2x planters to water well B
Fixed parenting of planter in water well D and E
S2P all wells
Apply an item category to the individual wallpaper skins so OnValidate stops complaining
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Spawn populations can now specify monument types they want to avoid
Rowboats now avoid spawning in oasis
Adjusted MinDistanceSameType and MinDistanceDifferentType for canyons, lakes and oasis to take their fixed bounds into account
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frontier gate lods and collision
Merge: from main
I also renamed this branch(used to be itemcontainer_ipooled)
Tests: spawned on cragy, killed a scientist, confirmed m92 was marked to not save before kill, then marked for save after kill
player update. updated neccessary weapon override controllers with 3/4 stance rifle jog anims
player update. updated some holster positions on weapons
player update. updated playeranimation.controller. added walk e back in it
Localized missing strings in the sunburn page
Bugfix: Fix equipped item entity leak into savegames
Fixed by tracking whether owher player-entity will be saved or not, and banning equipped items from saving.
Tests:
- Ran in local editor with known offender 'scientistnpc_junkpile_pistol.prefab' - it no longer orphaned it's items on save-load
- Built a local server executable, let it simulate for 30 mins, saved-loaded - there were no instances of 'geiger_counter' and only 1 instance of m92 (out of 253 on the server), it's child `lasersight` also was 0 (out of 143 original)
Fixed female underwear missing parts
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Added oasis and canyon monument types
Assigned correct monument types to canyons, lakes and oasis
Assigned correct monument bounds to canyons, lakes and oasis
Boolean to force an explosion to follow the orientation of its parent
Boolean to force an explosion to follow the orientation of
BurstCloth - optionally allow bone transforms to reset when disabled
- also removed transform reset when re-enabled, only caused a weird jump in behaviour
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'clearinventory' command can now take container names as arguments:
--belt
--wear
--backpack
Examples:
'inventory.clearinventory Jim --belt --backpack ' = clear Jim's belt and backpack content
'inventory.clearinventory --belt' = clear your own belt content
Ensure shared is created in GameSetup as well as main menu system
visual_bounds_fix -> world_update_2
Increased render resolution to 2560x1440 to match what is usually manually used.
Subtract last merge due to project settings
visual_bounds_fix -> world_update_2
- Visual bounds didn't exist on the client. This broke all snow effects via MaterialSetup as it incorrectly reported entities as being on the tutoral island 100% of the time on the Client.
- Setup new shared system prefab.
- Shared prefab launches before client/server init.
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viewmodel positional anim update