111,299 Commits over 3,928 Days - 1.18cph!
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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
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merge from world_update_2
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Set legacyDismount to false on chair.invisible.static now that dismount checks always use a capsule check even when an ignore entity isn't provided
More merge fixes, including updating the animator. RPS now fully functional
Reapply gesture code changes and fixed up gesture picker in the menu
Merge from main (stomped local changes on BasePlayer-Gestures and PlayerAnimation controller, will need to reapply changes)
Fixed positioning on fan mesh on worldmodel
Fixed worldmodel missing outline and adjusted collider size
Add a capsule check on the world layer before spawning to prevent the player from spawning inside the new cliffs
reset pivot on divesite_plane, divesite_plane_COL and removed COL from visible prefab
radioactive_water -> world_update_2
Radioactive water:
- Apply radiation from spinklers in the same way as wetness (more reliable and easily adjustable)
- Improved the abilities of TriggerRadiation (LOS Support, Height Check Support and Collider Radius Support)
- Balanced sprinkler damage
Merge: from soundmodulator_leak
Fixing an assert flood on client by hiding a check behind soundpooling switch - this restores original wonky behavior.
Tests: On Craggy, flew around the island with noclip to trigger spawning/despawning of sound entities - didn't see any assertions.
Bugfix: when sound pooling is disabled, don't validate if we own the removed modulator
Originally, it didn't check but tried to return to the pool - this change restores this aspect.
Tests: noclipped on craggy across the entire world to cause entitiy destruction - no asserts
Set frontier hatchet to unlock via frontier hazmat
Fixed frontier hatchet missing isRedirectOf, spawning in loot pools and being craftable
Set up redirect skin for blunderbuss, unlocks via frontier hazmat
Reloading interaction
Added kinetic boulder ammo, catapults only accept kinetic ammunition
fixed food spawns at radtown
dpv crafting/techtree
radioactive_water -> world_update_2
Backpack contents NRE fix
adjusted hcr crafting costs, removed extra unused slot from python/hcr
radioactive_water -> world_update_2
world_update_2 -> radioactive_water
Dont override onItemAddedRemoved delegate
Added secondary colliders to all cliffs to fix the issue where it was possible to place small I/O inside rocks
updated radtown name, updated radtown loot
Added river rocks
Brought back small arctic rocks
Started prototyping catapult siege weapon
Added basic interactions, placeholder fire animation
Only fires rockets atm, still need to add new projectiles
merge from ocean-override-curves
merge from world_update_2
Reworked the fix for seaweed spawning above ocean / it was conflicting with grass and lowering the density of coastal rocks
New fix uses clutter topology to block off seaweeds instead
non-linear flow scaling, with further tuning
add separate transition curves for different ocean override parameter groups