108,273 Commits over 3,867 Days - 1.17cph!
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
Update: updating audio debug output to make cross-referencing easier
Tests: Rode a zipline on Craggy, was able to track the looping sound
Bugfix: Zipline stops playing audio when reaching the end
This avoids trying to fade out a sound that was already recycled due GO being destroyed by server. Haven't found a better solution.
Tests: on Craggy with sound pooling enabled, used the zipline twice, then noclipped out in the distance, and rode the zipline twice - no NREs. Logs also didn't show double-retire
Only spawn 1 river on maps <= 3500
Only spawn 2 rivers on maps <= 4000
Converted TerrainTpologySet to TerrainTopologyAdd on legacy arid formations
Allowed reeds to spawn along the rivers again
Tweaked reed scale to be more realistic
Fix water well NPC refreshing sell orders when server restarts
Update: rewrote the comment
Forgot to press save in VS before submitting.
Tests: none, trivial change
Update: Allow use of client-side commands for GameSetup in Editor context
This simplifies some testing scenarios.
Tests: Boted craggy with a couple client-only debug commands - they changed as required
Update: add sound logging under audio category
Tests: Ran in editor, confirmed output
HCR viewmodel bug fix - fixed ironsight being slightly too high
Merge: from main
Tests: built in editor
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Fix DPV appearing in crafting menu in tutorial
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Merge: from soundmodulator_leak
Fixing zipline NRE that my previous change caused. When not pooling, retail the modulators instead of trying to recreate them, since some scripts don't clear them properly.
Tests: rode the zipline twice on Craggy, then noclipped around the island to destroy sounds, then rode the zipline twice again - no NREs
Bugfix: don't clear modulators when not pooling, fixes zipline NRE
This was caused by my previous fix
Tests: rode the zipline twice on Craggy, then noclipped away from the island, and rode the zipline again - no NREs
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merge from world_update_2
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Set legacyDismount to false on chair.invisible.static now that dismount checks always use a capsule check even when an ignore entity isn't provided
More merge fixes, including updating the animator. RPS now fully functional
Reapply gesture code changes and fixed up gesture picker in the menu
Merge from main (stomped local changes on BasePlayer-Gestures and PlayerAnimation controller, will need to reapply changes)
Fixed positioning on fan mesh on worldmodel
Fixed worldmodel missing outline and adjusted collider size
Add a capsule check on the world layer before spawning to prevent the player from spawning inside the new cliffs
reset pivot on divesite_plane, divesite_plane_COL and removed COL from visible prefab
radioactive_water -> world_update_2
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