125,639 Commits over 4,171 Days - 1.26cph!
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 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 main
Tests: none
increase wood yeild from driftwood - someone may harvest them now
stricter log pile spawn rules
Merge from world_update_2/merge_main (this brings this branch up to date with main)
Tag hill cliffs as AllowBarricadePlacement
Allow debug.ent_find_radius to work in live gameplay (was just demos)
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
Update the liquid push targets if we encounter a push target that is no longer valid while moving water around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
Added more crate spawn points and standardised all of the dive sites to spawn the same amount of crates
Add shark spawner to the spawn groups list on new divesites so it won't retire until the shark is killed (matching behaviour of old dive sites)
Added a UseCurve option to GameObjectToggleState and an accompanying curve, if the curve value is greater than 0 it will be considered on
Allows us to toggle an object on and off multiple times in a single state
fix viewmodel anim sounds not playiing during ADS
Tweaked rock formaton huge materials
Revamped coastal_rock_large_a
Added more large coastal rock prefabs
Tweaked coastal rock large density settings in world setup
Tweaked cliff_jutting_d
Added burst cloth to tassels on blunderbuss viewmodel - rig updated and also needed a fresh anim export due to hierarchy changes
manually merged new plane and foliage in to divesite_d prefab, removed temp prefab
new divesite plane, scene dressed, added to scene/prefab. saved divesite_d_temp prefab so i can manually merge
merge fix_train_tunnel_rain -> main
Ensured large coastal rocks don't spawn on 'monument' marked topology
Fix using wrong GetHeight() overload
Fix rain getting players wet when they are inside train tunnels
- extend the top position of the sky check to 1m above terrain if the players is >100m below terrain
- this prevents the raycast from starting under the terrain and going through the top of a tunnel mesh
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Add cover component supporting primitive shapes
Fix incorrect line in OBB DebugDraw
radioactive_water -> world_update_2
Radioactive water~
- Ensure base radioactivity is always set on object init
- Ensure base radioactivity is always set on object load
- Added profiling to item container rad count
- Move radiation map creation to just happen when the first radioactive body tries to add anything
Merge: from item_pooling
This reintroduces pooling for Items while fixing the original bug that caused their backout.
Tests: build all modes in editor, tried to repro original bug - didn't happen.
Fixed river mesh being incorrect around rail and road crossings
Merge: from main
Tests: none (no conflicts)
Bugfix: Don't throw when cancelling partially finished crafting queue work item
Tests: Got 2 stacks of 300wood, scheduled 2 single doors as a single crafting operation, cancelled after first door crafted - no exceptions