108,297 Commits over 3,867 Days - 1.17cph!
unfucked oasis_c terrain data assignment - was due to a undone rename earlier in the day
repainted the topologies for ocean/oceanside/monument in it
Update: don't expose modulators outside of SoundModulation
- Changed printEngineSounds cmd to update more detialed info while removing redundant info
- Simplified checks since we can now guarantee that our object is safe by construction.
Tests: drove around in a car and checked the output in console.
exported wolf run attack shorter anim and edited wolf prowl anim
Make wolves run away if they are hit by fire, improve blackboard vislog
Remove the old way to find out if a water body is radioactive.
New way doesn't require a texture map.
more shield texture updates.
Bugfix: Cleanup leaking Sound modulators
- Sound now gets notified when it gets retired
- Moved cleanup from Init to Retire and added safety asserts to Init
- Recycle more of SoundModulation state (revealed that we have more storage than modulators)
Tests: Ran around on Craggy, gathered resources, smashed a tree, crushed myself with a car by accident, drove around, swam - sound was good.
-Shield texture updates
-LODs + settings
created noatlas concrete barricade variant and applied to concrete barrier prefab so lod1 has same uvs and material as lod0 on the deployable version
merge from world_update_2
Prevent harbors and ferry terminal from spawning on top of rivers
Merge from dpv_anim_transition_fix
- contains a change to BaseMountable.Mount that replaces an RPC call to ForcePositionTo with an immediate network update on the player
Make flame thrower and fire arrow more reliably scare wolves
world_update_2 -> radioactive_water
replaced an RPC call to ForcePositionTo with an immediate net update of the player when mounting
- both feel responsive, but seperating the change in position from the mounted state caused an edge case in anim state transitions
Wood Pile:
Balancing changes
Increased size of grass displacement map
No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
merge from terrain-smoothness
merge from world_update_2
Reduced canyon target count from 2 to 1 to help other monuments have enough space to spawn
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)
Add NoPickUp and FastDespawn item flags.
Refactor despawn timer init.
Check for NoPickUp flag when showing pickup option.
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added condition to normal swimming->standing transition to not be mounted
If a wolf is stuck while roaming, kill it to save perf
merge from ocean-lightcolor-override
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mrege from world_update_2
Merge: from /main/clean_dead_code
Tests: upgraded half wall - it worked
Clean: removing code marked for deletion since 2023
Tests: upgraded half-walls - it worked
merge from world_update_2
merge from frontier_hatchet
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merge from world_update_2/Halloween_2024
Merge from divesite-foliage-displace
Merge: from main
Tests: none, no conflicts
Merge from world_update_2
Optim: Recycle a list when paying for placement
Tests: none, trivial change
world_update_2 -> radioactive_water
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Merge from Halloween_2024/DraculaCape_Burstcloth
Fixed custom vertex streams on manpad fx
Optim: Avoid transient allocations for GetReloadMenu
This is more like a janitorial fixup rather than anything significant. Not recycling GameMenu.Options list because it's a struct, and we don't have a good strategy of shrinking containers in the pool yet.
Tests: Changed ammo for AK via radial menu
Added Tools/Find/Conflict ID Lookup tool
Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0
Rebuild manifest
Update: reset radioactivity when recycling Items
Although Item pooling is not live on this branch, instead of going through merge overhead I'm just patching it directly here.
Tests: none, trivial change