108,259 Commits over 3,867 Days - 1.17cph!
merge from main -> fix_barricade_train_tunnels
Reduce ore count density target to match release values
Change the scene prefab remapping dictionary to be case insensitive
Normalize scene paths across windows and unix
Remove code that looked for scene name by full path in editor
changed crate spawn positions on divesite_d and divesite_e so they are higher than the seaweed until the foliage_flattening is implemented
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Bunch of very WIP experiments
Fixed being able to place small I/O inside rock formations
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Attempt to fix root motion anim asset being marked as changed when opened on another machine
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Increase second rad pool height so its easier to drink from
Merge: from item_pooling
Fixes NRE when saving a player that was killed while crafting items and returned items would stack with existing inventory items
Tests: crafted low grade fuel with 1 extra fat in the inventory, killed before finishing the craft and saved the session on the server - no NRE
merge -> world_update_2 (have to do this again cause of last conflicts)
Refix: Had to remove due to merge conflicts
Merge: from main
Tests: editor build
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Clean: remove CancelTask ReturnItems param
Param was always set to true.
Tests: Crafted to completion and with cancellation (voluntary + killing)
Update: rewrite the same bugfix a bit better
- More explicitly explained why it's needed
Tests: none, trivial change
Fixed drinking from rad water sources just providing regular water
Bugfix: Release items that we've moved from crafting tasks back to inventory.
Tests: Crafted low grade fuel with 4 fat in inventory, then killed self mid-craft and saved - no NRE
slightly increased hcr damage falloff distance and projectile velocity
bc - brought root motion strength on frontier hatchet up slightly from zero
Added more anchors to all hill cliffs to prevent terrain holes
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Nerf waterguns filled with radioactive water. It was over 400 rads per tank before
Fixed doubled up vehicle modules. Turns out rad code can work just fine without additional item calls
exported edited dpv player animations
merge from world_update_2
reapply
105536 Reduced river rocks density by 50 percent according to feedback
Labs draw some topology under themselves to prevent divesites from spawning on top of them. Divesites avoid monument topology
Set compression to Normal for all cliff textures
Fixed hardside wallpaper rarely considered inside when building rock bases
Moved TerrainHeightSet on the god rock to fix holes
merge from world_update_2
Show toast when trying to mix different liquids so the player has a clue whats going on
cave_small_hard terrain anchor fixes
Removed map names of all unique enviroments
Update: GameSetup can load save with double-quotes
Makes it friendly with explorer's "copy as path" action.
Tests: loaded a procedural save
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