108,263 Commits over 3,867 Days - 1.17cph!
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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Updated Standing Coat Hanger Collider to be Lower Res
Fix blunderbuss hammers flicking back at the end of the reload
Imported Wall Mounted Coat Hanger Textures and Models
Added and Setup Wall Mounted Coat Hanger Prop Prefab
Setup Wall Mounted Coat Hanger Material, Colliders and LODs
Don't allow mixing different liquid types on liquid vessels. This has always been allowed?
Merge: from main
Tests: none, trivial changes
cave_medium_hard terrain anchor tweaks to prevent it spawning too close to river
merge from fix_monument_scenes_osx -> main
Disable monument scenes by default due to issues with unix paths, path capitalization & lighting breaking inside certain monuments
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WIP pistol aimpose setup (using python as test)
Fixed not being able to switch to weapons that aren't using v2
Adjusted spine look ratios, lower spine bones now rotate more than upper spine bones
Fixed aim pose scene weapon selector sometimes not working, fixed clear weapon button not working
Client and None compile fixes
Fixed underlying skin meshes getting re-enabled when zooming in and out on the binoculars
IViewmodelComponent can now modify the position of the viewmodel in world space, updated all implementations
disable dynamic pricing on waterwell npc
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All paths (road / rail / powerline) avoid mountain topology
Added radius check to SpawnHandler.CharDistribution
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lowered tea sell order probability and increased refill rate to repopulate much slower
adjusted DPV health
adjusted waterwellshopkeeper inventory
Reduced river rocks density by 50 percent according to feedback
Added TerrainHeightSet to godrock to prevent it from being placed too deep in the ground as per playtest feedback
Update: Implementing retiring of SoundModifier
Tests: none, trivial change
Fixed terrain hole at the bottom of hill cliffs
Optim: Recycle footsteps earlier
Previously sound would get recycled when the effect would be destroyed(1.7s), but it happens much later(instead of 0.5s)
Tests: Ran around on craggy - coast, grasslands, water.
Update: Log Sound stop-and-recycle requests
- Log level 3 for Audio
Tests: observed logs when running around (footsteps)
Fixed not being able to build on cliffs
Added second river back to 3500 size maps (removing it didn't help monuments)
Removed lake and oasis from 3500 size maps
Added incendiary and explosive boulders
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merge from water_well_fixes
increased cull distance on frontier weapons
HCR viewmodel - re-deleted anim events to fix addtional bullets flying out during reload