108,297 Commits over 3,867 Days - 1.17cph!
Blunderbuss + frontier hatchet backpack offsets
Merge from hill_cliffs_splat
Merge from world_update_2
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Rock splat removal added to coastal cliffs
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Fix fireball not be set to rest when it should have been
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reinforced wood shield blockout
HCR viewmodel
- Matched fire & ADS fire anims to new repeat fire rate
- Adjusted sound anim events to match new timing
- Set animator to play anim at correct speed (1)
Reenabled LODs on hill cliffs
Added TerrainSplatRemove to all hill cliffs
Clean: replacing obsolete Pool api usage
Tests: none, trivial change
Fixed PlaceCliffsUniform not spawning below 0
Merge: from /main/soundmodulator_leak
Tests: spawned car_2mod_01, drove around - pool telemetry stayed stable, audio was good.
Fixed vending machine skins being rendered as beanie hat
Merge: from main
Tests: built all modes in editor
merge from world_update_2
set the large powerlines path to avoid beach and beachside to prevent paths intersecting cliffs on the coast
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HCR viewmodel - Corrected slightly offset ironsights
Merge from world_update_2
Fixed two possible cave configs that had misconfigured culling volumes that would result in seeing through into the void
cave_large_hard, cave_small_medium
testing cloud improvements
Merge from world_update_2
Only clear decals that are going to be recycled when playing back a demo shot, leave static monument decals untouched
Some prefab cleanup on divesite_d, still needs more work
Fixed starfish_01 not culling
Prefab replacer now selects the newly spawned prefabs
Merge from world_update_2
Radtown: Fixed floating vats and other interior props. Fixed some one-sided caution signs to use fence variants. (S2P)
Merge from world_update_2
Revamped hill cliffs Anchor length, SlopeScale and TerrainPlacementlBlocked radiuses to make cliffs spawn on steeper slopes than before
Reduced ObjectDistance for hill cliffs from 5 to 3
Allowed hill cliffs to overlap Roadside and Railside topologies
merge from fix_monument_scenes_client_entities -> main
Fix monument scenes causing entities to spawn on both client and server inside monuments
Fixed airfield sometimes spawning too close to river
Fixed rivers being allowed to continue too long below ocean level, causing the ocean to flood large areas of the terrain
Fixed underwater specular on terrain
HCR viewmodel - removed sway from ADS fire anim
Optim: lazy-allocate Sound Modulator lists
- Added an assert to trigger when we try to remove a modulator we don't own
Noticed that we have 3 modulators on average per 4 lists of modulators, so we can save 1-3 lists per sound and recycle better.
Tests: When driving around, got max 42 SoundModulation instances with 66 lists (instead of 168 previously)