111,065 Commits over 3,928 Days - 1.18cph!
Duplicate Timeline script
Merge from world_update_2
Fixed LODGroup conflict on blunderbuss world model
Merge from world_update_2
Merge from world_update_2
Added "Tools/Find/Culling Volume one way connections"
Fixed missing connections in cave_large_sewers_hard, cave_medium_hard, cave_small_medium, cave_large_sewers_hard
Merge from world_update_2
- Removed the last vestige of code that allows servers to arbitrarily set the loading messages
- Moved the queue language into the client with proper localization
- Cleaned up order of connection/queue processing, instead of putting every player through the queue process, we only queue players when the server is actually full
- Packet type Message.Type.Message can now be used to set a custom tip in the loading screen (will disable existing rotating tips), only accepts a single string instead of two previously.
Fix NRE when attempting to repair an item and removing the item from the repair bench at the same time
Merge from fix_monument_scenes_map_gen -> main
Fix monument scenes not being disabled when the client is doing local map generation
- this shouldn't occur often as servers now serve procgen maps as downloadable files
Update conflicting prefab id on br_sphere prefab
Manifest
merge from fix_barricade_snapping -> world_update_2
Fix socket mods not working after Construction.Placement was refactored from class to struct
- showed up as high walls and barricades not snapping
Fixed mesh import settings on a bunch of divesite meshes
Fixed seaweed decal not rendering (incorrect decal layer)
Add new panels that can be parented by community UI
- all panels are scaled by uiscale
Names
- Inventory
- Crafting
- Contacts
- Clans
- TechTree
- Map
Allowed foliage to spawn on cliff topology to fix blank gaps in between cliffs
Custom height map colliders for all cliffs (this should fix floating foliage issue)
Underwater light extinction fix test
merge from world_update_2
radtown music missing files
junkpile_water and oceanwreckbuoys seaweed dressing
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Optim: Send trees in batches over multiple frames to avoid spike on player connection
This is experimental, but it seems stable initially. On 4.5k procgen world from a save it took 90ms(very rough numbers, including client-side spawning overhead) in total to send all trees, but each frame 1 player took on average 0.2ms to gather & send data. Also need to fix a bunch of bugs
Tests: Ran craggy in local editor session - no exceptions.
waterflow changes
- corrected ordering of writing water flow from shorevectors and river tangents
- moved generation of WaterFlowMap into PostProcessing and put it all in one place
radioactive_water -> world_update_2
Water purifier no longer purifies radioactive water
Adjusted hill cliffs anchors to fix a gap
Pushed all hill cliffs slightly deeper to prevent similar issues
Ensure throwing out water forces a rad count on the vessel
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Fixed corrupted Cliff_tall_d_diff texture
Merge from world_update_2
viewmodel - fixed remaining attachment issues
Merge from world_update_2
Another attempt to incraese ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
Allow underwater plants to respond to displacement using Brian's new displacement override.
Adjusted displacement planes to see if that has any effect
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Added Wooden Shield Textures, Materials, Collider, World Model and View Model FBXs
Setup Wooden Shield Basic Prefab, LODS, Colliders, World Models, Folders
viewmodel - fixed ironsights being too low
cherrypicking world_update_2/concrete_barrier_material_fix