111,295 Commits over 3,928 Days - 1.18cph!
Client and None compile fixes
Fixed underlying skin meshes getting re-enabled when zooming in and out on the binoculars
IViewmodelComponent can now modify the position of the viewmodel in world space, updated all implementations
disable dynamic pricing on waterwell npc
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All paths (road / rail / powerline) avoid mountain topology
Added radius check to SpawnHandler.CharDistribution
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lowered tea sell order probability and increased refill rate to repopulate much slower
adjusted DPV health
adjusted waterwellshopkeeper inventory
Reduced river rocks density by 50 percent according to feedback
Added TerrainHeightSet to godrock to prevent it from being placed too deep in the ground as per playtest feedback
Update: Implementing retiring of SoundModifier
Tests: none, trivial change
Fixed terrain hole at the bottom of hill cliffs
Optim: Recycle footsteps earlier
Previously sound would get recycled when the effect would be destroyed(1.7s), but it happens much later(instead of 0.5s)
Tests: Ran around on craggy - coast, grasslands, water.
Update: Log Sound stop-and-recycle requests
- Log level 3 for Audio
Tests: observed logs when running around (footsteps)
Fixed not being able to build on cliffs
Added second river back to 3500 size maps (removing it didn't help monuments)
Removed lake and oasis from 3500 size maps
Added incendiary and explosive boulders
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merge from water_well_fixes
increased cull distance on frontier weapons
HCR viewmodel - re-deleted anim events to fix addtional bullets flying out during reload
Update: updating audio debug output to make cross-referencing easier
Tests: Rode a zipline on Craggy, was able to track the looping sound
Bugfix: Zipline stops playing audio when reaching the end
This avoids trying to fade out a sound that was already recycled due GO being destroyed by server. Haven't found a better solution.
Tests: on Craggy with sound pooling enabled, used the zipline twice, then noclipped out in the distance, and rode the zipline twice - no NREs. Logs also didn't show double-retire
Only spawn 1 river on maps <= 3500
Only spawn 2 rivers on maps <= 4000
Converted TerrainTpologySet to TerrainTopologyAdd on legacy arid formations
Allowed reeds to spawn along the rivers again
Tweaked reed scale to be more realistic
Fix water well NPC refreshing sell orders when server restarts
Update: rewrote the comment
Forgot to press save in VS before submitting.
Tests: none, trivial change
Update: Allow use of client-side commands for GameSetup in Editor context
This simplifies some testing scenarios.
Tests: Boted craggy with a couple client-only debug commands - they changed as required
Update: add sound logging under audio category
Tests: Ran in editor, confirmed output
HCR viewmodel bug fix - fixed ironsight being slightly too high
Merge: from main
Tests: built in editor
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Fix DPV appearing in crafting menu in tutorial
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Merge: from soundmodulator_leak
Fixing zipline NRE that my previous change caused. When not pooling, retail the modulators instead of trying to recreate them, since some scripts don't clear them properly.
Tests: rode the zipline twice on Craggy, then noclipped around the island to destroy sounds, then rode the zipline twice again - no NREs
Bugfix: don't clear modulators when not pooling, fixes zipline NRE
This was caused by my previous fix
Tests: rode the zipline twice on Craggy, then noclipped away from the island, and rode the zipline again - no NREs