108,295 Commits over 3,867 Days - 1.17cph!
Merge from main -> runtime_profiling_pooling
Merge from world_update_2
Various fixes for ProceduralMapEmpty, ProceduralMapRailSimple and ProceduralMapRoadSimple test maps
merge from runtime_profiling_raknet -> main
Increase ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
Merge from main -> runtime_profiling_raknet
Adjusted cave terrain checks to enforce slightly more padding between the terrain surface and the caves (attempt to fix new cliffs sometimes reaching into caves)
TerrainCheckGeneratorVolumes takes an optional offset
incremental updates, respond to texsize change in editor
viewmodel prefab - rough placement for attachments (will fininalize once viewmodel attachment override script is on same branch as asset)
3p entity - updated flashlight attachment position
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Remove a bunch of the buggy water check logic. Just parse radioactive status of water on drink/fill requests
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Radtown:
Enabled mesh collider on toxic water surface
Raised second radioactive water source to extend higher up
S2P
Merge: from pool_container_telem
Tests: took telem info from craggy, procgen 4.5k and saved procgen map. Built all modes in editor. Built standalone server exe.
Some changes on the new radioactive body drinking detection. Closer.
Buildfix: properly exclude command from non-editor builds
Tests: built all modes in editor. Built standalone server.
Fix fireball emission potentially not only being enabled when fireballs are stationary
Fixed radioactive water poisoning sound trying to access a higher index by accident
Added null check in CalculateInventoryRadioactivity to prevent NRE when updating player inventory radioactivity
Fixed broken bota bag prefab
Ensured it has correct container to support rad water
Update: added editor-only print_memory_overhead cmd
- Marked that it gives estimates, not accurate results
Tests: ran on craggy - got simlar results to print_memory
Fixed wood piles being set as ore
world_update_2 -> radioactive_water
Tweak incapacitate vision block duration.
Add fade in/out for effect.
Update: print extra mem held by containers in Pool
Tests: took a couple snapshots on craggy, fresh 4.5k procgen + 4.5k procgen save
Update: Pool can track container capacity memory overhead
- Implemented as an editor-only feature to avoid adding overhead in release
I needed to confirm that we don't keep around giant lists/buffers in the pool.
Tests: entered play mode in editor
Obscure vision overlay prefab tweaks and added separate placeholder image/mat
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Added TargetCountWorldSizeMultiplier to PlaceMonuments
Reduced lake target count from 2 to 1 for small maps
Additional checks for ice sheets to avoid rivers
basis of water flow terraindata
- compressed y-axis rotation of a world-aligned forward vector to a byte (about 0.71 degree error) in -pi to +pi range
Fixed some additional oddities where rivers meet ocean
Fixed several GenerateOceanTopology oversights
-Shield world model prefab + LOD and pivot changes
If fire is ignited while wolves are very close, they will retreat instead of just slowing down to give better feedback that fire worked
Fix fireball isStationary compile error when compiling in None mode
Change wolf behaviour so that it doesn't get used to fire and start ignoring it once the player gets too close
Now it'll attack despite the fire if the player is too close, but stay defensive and use hit and run tactics instead of hyper-aggression through fire
tweaking of coastal rock terrain raise parameters, added an extra object with lower opacity and larger radius to ease out the terrain but the system has its limits as its stands
Enable divesite_plane_COL r/w
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Blunderbuss + frontier hatchet backpack offsets
Merge from hill_cliffs_splat