110,930 Commits over 3,928 Days - 1.18cph!
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Texture changes, redid the leather because I wasn't happy with it.
added direct transition from swimming<-->sitting anim states, driven by water level - this stops the anim graph from always passing through standing when mounting or dismounting DPV
merge from world_update_2
updated manifest (dpv was lost in the merge)
Fix wolves that are stuck spamming pathfinding and traces
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Merge from world_update_2
Possible fix for cave culling volumes incorrectly hiding themselves while a player is inside
It appears MeshLOD may have been setting the meshfilter of some meshes to null before CullingVolume has a chance to build the volume bounds, leading to bounds that were too small
Added debug.printCullingVolumeInfo to print the current volumes the camera is inside of for debugging
Fixed floating bottle in water_well_d
Fixed a culling volume setup in cave_small_medium that resulted in being able to see into the void
Merge from world_update_2
radioactive_water -> Aux2
Fixed radiation triggers returning minimal/no rads
Speculative fix for MapMarkerCH47.SetupUIMarker NRE
Fixed floating IO wires in Radtown
Fixed floating stack of license plates in Radtown
S2P
Remove DontBecomeSolidWithPlayerInside component from waterball, it's deprecated and no longer used
Fixed water ball spawning 1m in front of player even if they are standing in front of something solid, fixes sometimes being able to pour radioactive water though walls and killing plants
Removed a useless GetComponent in FixedUpdate
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Fix wolves not properly following players carrying fire
Allow removing keys from bb component
Fix wolves stopping right in front of players without attacking sometimes
radioactive_water -> world_update_2
Attempt to fix an incorrect GUID error
Ensured belt and main inventory on the player do the correct checks.
A container filled or refilled in inventory should now correctly notify the rad check system.
Made new method called on containers when a child changes radioactive amounts
Ensures containerBelt and containerMain do rad checks at the correct times.
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
When getting too close from fire, have wolves perform a feint and attack anyway (it was weird standing super close to them without them attacking or fleeing)
You can still swing the torch to drive them away, but they'll get progressively closer if you're not swinging
Fix wolves charging despite fire in some circumstances
Fix wolves not playing growl anim anymore when startled by fire (regression)
Have wolves veeeery slowly approach when fire is present, to make it clearer that just standing still for a long time is not a good idea
Fix wolves making crazy leaps onto player rooves or at players on top of ladders
Fix wolves not stopping eating when friend nearby gets hit (bros before steaks)
Fix wolves often charging instead of circling
Fix wolves barking mid fight when very close
Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
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