110,898 Commits over 3,897 Days - 1.19cph!
Added oasis and canyon monument types
Assigned correct monument types to canyons, lakes and oasis
Assigned correct monument bounds to canyons, lakes and oasis
Boolean to force an explosion to follow the orientation of its parent
Boolean to force an explosion to follow the orientation of
BurstCloth - optionally allow bone transforms to reset when disabled
- also removed transform reset when re-enabled, only caused a weird jump in behaviour
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'clearinventory' command can now take container names as arguments:
--belt
--wear
--backpack
Examples:
'inventory.clearinventory Jim --belt --backpack ' = clear Jim's belt and backpack content
'inventory.clearinventory --belt' = clear your own belt content
Ensure shared is created in GameSetup as well as main menu system
visual_bounds_fix -> world_update_2
Increased render resolution to 2560x1440 to match what is usually manually used.
Subtract last merge due to project settings
visual_bounds_fix -> world_update_2
- Visual bounds didn't exist on the client. This broke all snow effects via MaterialSetup as it incorrectly reported entities as being on the tutoral island 100% of the time on the Client.
- Setup new shared system prefab.
- Shared prefab launches before client/server init.
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viewmodel positional anim update
removed uneeded model prefabs
setting cliffside as 'topology not' for power substations
Error count and item logging and display summary.
disabled 'check placement map' on terrain filters of radtown
Improved erosion splats
Erosion now avoids cliffs
Improved erosion distribution, simulation length and blending
Log warning if item definition isn't set
Set item IDs for test run
Added terrain filters to radtown to detect and avoid Arid and Arctic biomes - Revert if needed
Restored normal scale, glossiness and occlusion scale sliders range to 0-2
swamp trees spawn population allowed on lakeside
refined topologies in swamps and bandit town to correct the impact of painting swamp topology across the entire body of water. Now using lake to prevent tree there.
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Added ProceduralMapCliff test map
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Subtracting item pooling due to Item.MoveToContainer / Item.Save server NRE (too close to patch to attempt a fix)
Merge from modifier_limits
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merge from store-ui-dlc-pages
merge from wantedposter_nre_fix
Fixed the binocular overlay not scaling correctly with interface scale
Texture optimization & sRGB.
Adjusted muzzle pos.
Iterated on FX.
Manifest.