111,130 Commits over 3,928 Days - 1.18cph!
Radioactive water:
- Apply radiation from spinklers in the same way as wetness (more reliable and easily adjustable)
- Improved the abilities of TriggerRadiation (LOS Support, Height Check Support and Collider Radius Support)
- Balanced sprinkler damage
Merge: from soundmodulator_leak
Fixing an assert flood on client by hiding a check behind soundpooling switch - this restores original wonky behavior.
Tests: On Craggy, flew around the island with noclip to trigger spawning/despawning of sound entities - didn't see any assertions.
Bugfix: when sound pooling is disabled, don't validate if we own the removed modulator
Originally, it didn't check but tried to return to the pool - this change restores this aspect.
Tests: noclipped on craggy across the entire world to cause entitiy destruction - no asserts
Set frontier hatchet to unlock via frontier hazmat
Fixed frontier hatchet missing isRedirectOf, spawning in loot pools and being craftable
Set up redirect skin for blunderbuss, unlocks via frontier hazmat
Reloading interaction
Added kinetic boulder ammo, catapults only accept kinetic ammunition
fixed food spawns at radtown
dpv crafting/techtree
radioactive_water -> world_update_2
Backpack contents NRE fix
adjusted hcr crafting costs, removed extra unused slot from python/hcr
radioactive_water -> world_update_2
world_update_2 -> radioactive_water
Dont override onItemAddedRemoved delegate
Added secondary colliders to all cliffs to fix the issue where it was possible to place small I/O inside rocks
updated radtown name, updated radtown loot
Added river rocks
Brought back small arctic rocks
Started prototyping catapult siege weapon
Added basic interactions, placeholder fire animation
Only fires rockets atm, still need to add new projectiles
merge from ocean-override-curves
merge from world_update_2
Reworked the fix for seaweed spawning above ocean / it was conflicting with grass and lowering the density of coastal rocks
New fix uses clutter topology to block off seaweeds instead
non-linear flow scaling, with further tuning
add separate transition curves for different ocean override parameter groups
merge from world_update_2
Merge from underwaterlights (max depth darkness toned down)
Tuned max depth darkness down further.
caves - need another pass to finish with overhang rock in some scenes
Ensure upper bound clamp of the method version of AfterProtection is set to a large enough value so the value doesnt incorrectly clamp to the radiaition amount itself
deleted unused concrete_barrier material generated from fbx import and changed barricade_concrete and barricade_concrete_gibs fbx material import to embed then linked existing correct materials
Update: Audio RPC codegen
Missed in my previous commit - support for audio.enablesoundpooling.
Tests: enabled the switch at runtime, produced assertions (expected)
Update: RPC Codegen
Somehow missed it despite generating previously.
Tests: validated that I can dynamically switch it(even if it triggers my asserts - it's intentional)
cliff_hills_large_e tighter anchors to fix terrain holes
Cliff_tall_d fixed terrain holes
Merge from underwaterlights
Falloff tweaks. Brighter shallows.
Ensure vendor grabs correct direction for peek
Merge: from soundmodulator_leak
Workarounds the AudioAmbience NREs by disabling pooling (audio.enablesoundpooling).
Tests: on Craggy shot up 20 scientists, rode a horse, cut down trees, placed 100 barricades - no uptick in pooling of sound modulators in telemetry. No old NREs triggered.
Merge from underwaterlights
Merge: from main
Tests: none