108,292 Commits over 3,867 Days - 1.17cph!
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
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merge from cuffs_backpack_fix
merge from fix_backpack_learnbp
renamed controller and anims to meet naming convention
merge from cave-reverb-fix
merge from world_update_2
added hammer anims to controller
added viewmodel hammer anims
Added larger radius terrain filter to avoid rivers to ice sheets
world_update_2 -> radioactive_water
Added more terrain anchors to rock_formation_a to prevent gaps
cave_large_medium terrain check fixes
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Added second ocean topology pass after all cliffs have been spawned
Large coastal rock prefab variants for the arctic biome to fix an issue where grass was being projected on top
better separation of flow vector/angle generation, still need to find a proper home for it
Fixed collision issues and floating geo on cliff_jutting_d
attempt at preventing seaweeds close to coastal rocks
-Fire Extinguisher Texture update and material consolodation
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