110,901 Commits over 3,897 Days - 1.19cph!
Dart prefab rotation fixes
close profiler sample region properly on early exit
Update: Bringing back Item pooling
- Added a couple extra fields that were missed
Still need to reproduce the NRE we encountered earlier.
Tests: built all modes in editor. Spawned an AK, put an ext-mag on it, threw away to despawn, spawned a new one - didn't have attachments
Merge from world_update_2
Updating EAC setup / launcher
Added frontier hazmat_hitboxSystem to BurstClothTestbed scene
Added mocap sample clips
Improved hierarchy of cinematic prefab for Paddy
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
Improved PlaceCliffsUniform randomization
Fixed river / ocean transition terrain issues
Merge from world_update_2
Final'ish - pending IK fix script.
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Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
Reduce wood pile density by 40%
3rd person motion fixes, part 14
Merge: from main
Tests: default editor build
rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
Clean: removing obsolete methods from Pool
Tests: built all modes in editor
Cancel any active gesture immediately on death
shield prefab and adjusted metal value of texture
TerrainTopologyMap.GetTopology fix when getting topology in radius
Merge: from main
Tests: editor build
Merge: from itemcontainer_pooling
Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
Scatter dart initial/placeholder setup
merge from world_update_2
Merge: from main
Tests: editor compiled
Update: Assertions to catch leaking ItemContainer on init
- Removed lazy cleanup on init - due to Load-Init flow it's dead code
- Removed a redundant ItemContainer.Clear call
Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
Backups; pose collection, cine prefab variants
merge from world_update_2
Clean: removing redundant ItemContainer.Kill calls
- Removed a comment since it became obsolete
Returning to Pool will "Kill" them.
Tests: None, trivial changes
Restrict storage barrel being able to be placed deep inside the world layer
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Merge from elevator_parenting_collision_improvements
Fix Scene2Scene process running HLOD generation 3 times when generating prefabs and scenes
Only run the first bake, subsequent HLODBounds generation calls will use cached mesh and materials (still runs everything else)
Needs to be implemented when calling the S2P generation methods (see HLODBounds.ResetMultiBake in SceneToPrefab
merge from fix_ramp_wall_placement -> main
Fix wall placed beside ramp not able to be replaced after it's destroyed
- applies to all walls: full size, half size, doorway, frame, window & low wall
- https://files.facepunch.com/jakerich/iojYkzF7bnBKc9Sp/b0nGqYrAiPHtL3Zz.jpg
Merge from world_update_2
Rework UnwrapBakers final asset output process to update and resave assets instead of deleting and recreating assets
Fixes Scene2Scene workflow missing HLOD meshes because subsequent runs would delete the assets, losing their connection
merge from fix_foundation_terrain_placement -> main
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
Merge from world_update_2
Fix foundations not being placeable when the middle is clipping into terrain or rocks
- as long as one corner or edge of a foundation is still above the terrain, it will place
- still block placement if the foundation is completely under the terrain
- add new SocketMod_Grouping to control multiple socket checks (which is how it checks multiple points on foundation)
- applied to both square foundation and triangle foundation