111,232 Commits over 3,928 Days - 1.18cph!
-Collision for Fire Cabinet
-Added Wall mount model, material, textures, LODS
world_update_2 -> world_update_2/radioactive_water
Merge: from main
Tests: built all modes in editor
merge from tincanalarm_tip
Coastal cliffs LOD distance tweaks
Fixed slope mask settings
Update: fixing invalid namespace reference
Tests: none, trivial change
Re-enabled foliage displacement on divesites
fixing the LS motorbike access to puzzle
Coastal cliffs
Slope masks and LODs
Added venetian plaster wallpaper A, B, C (pending icons) and updated skin list
Added a game tip explaining how to wire the tin can alarm
Fixed the lakes texture splats not being maximised resulting in partial grass and forest splat showing or spawning their foliage meshes underwater.
viewmodel prefab material update
Reduced river length scale so max length is identical to before the recent start width change in
103263
Fixed abovegroundpool and paddlingpool having their water body types set incorrectly
Widened rivers slightly at their origin
Merge from world_update_2
Fixed DecorSwim breaking from
103228 (removing ocean from water map)
Have fsm UI states sync their name with the actual runtime state instance
Fixed generated path meshes not preserving the w component when rotating tangents
Tie audio tracks to the play buttons
Lakes are now culled entirely under the terrain (exist neither for physics nor rendering)
Lake water volumes now only exists where the lake or lakeside topologies are painted (may break water volumes that have their water type set incorrectly, or custom maps that messed this up)
Removes water volumes from lakes (now handled with AddToWaterMap)
Eliminated noEarlyExit parameter from WaterLevel
Fixed several edge cases in WaterLevel
Forgot to tick Mountain in the topology mask list after making it. Monuments in canyons fix may work from this point.
WIP left hand IK, still not working
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Merge from fix_zstring_analytics_clear -> main
Fix analytics bulk uploader not clearing string buffer between each line serialized
ProceduralMapRailSimple and ProceduralMapRoadSimple include canyons, lakes and oasis as those directly affect river / rail / road generation and take little time to generate
Refactor IK to specify right hand, in prep for left hand pass
- Don't allow mounting the DPV in shallow water
- Dismount player if water becomes too shallow
- Removed unused waterlogged check
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting)
Uses same system as boogie boards
Added fixcars convar support to the DPV
DroppedItem now spawns it's worldmodel via GameManager.CreatePrefab, ensuring PreProcess is run
Removed the server side code that disabled renderers as those renderers should now be removed in PreProcess (this code was just for the editor but it ran at runtime regardless and caused a 40b allocation every time an item was dropped)
Fixed mushroom colouring not being applied to dropped mushrooms
Added a new TeakUIPresetSelect that allows us to create defaults for selections of settings
Added preset accessibility options for Protanopia, Dueteranopia, Tritanopia
Also supports a custom mode
Turn on cast shadows for LOD0 of the mushroom clusters
Hooked up the new mushroom materials to the colour swap pallette
Fixed timings on reload animation FX call.
Iterated on FX.
Fixed DigitalClock.FadeOutScreens NRE
Subtracting
103112 (water carving volume culling distance) as it's no longer needed with the new changes (canyons are no longer using water carving volumes)