108,306 Commits over 3,867 Days - 1.17cph!
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
Optim: Reduce allocations when running reloading logic on the server
- Added non-allocating singular IAmmoContainer.FindX methods
We've got a bunch of places where we are only interested in result but try to gather all.
Tests: Built all modes in editor. In local session, shot a couple mags with different ammo types. Explicitly switched ammo type via radial menu, and implicitly via reload-on-empty.
painted black on ocean and ocean side topos of oasises
fixed ocasis_c biome texture not containing data
wip temporary, no-pickup world items
Update: Getting rid of allocating PlayerInventory.AllItems
- Previous AllItemsNoAlloc is now new GetAllItems
- Added PlayerInventory.Contains
Tests: none, trivial changes
Update: List<Item> now use Free instead of FreeUnmanaged.
- Amortized a couple consecutive push calls
Need to do the same for ItemContainer.
Tests: Built all modes in editor. No runtime tests as it's trivial changes.
Compute anim hashes to not reimport them when they didn't change
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Wider terrain blend map for swamp_b
S2P stables_b to fix missing HLOD on monument scene version
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Merge: from main
Tests: built all modes in editor
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Texture changes, redid the leather because I wasn't happy with it.
added direct transition from swimming<-->sitting anim states, driven by water level - this stops the anim graph from always passing through standing when mounting or dismounting DPV
merge from world_update_2
updated manifest (dpv was lost in the merge)
Fix wolves that are stuck spamming pathfinding and traces
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Merge from world_update_2
Possible fix for cave culling volumes incorrectly hiding themselves while a player is inside
It appears MeshLOD may have been setting the meshfilter of some meshes to null before CullingVolume has a chance to build the volume bounds, leading to bounds that were too small
Added debug.printCullingVolumeInfo to print the current volumes the camera is inside of for debugging
Fixed floating bottle in water_well_d
Fixed a culling volume setup in cave_small_medium that resulted in being able to see into the void
Merge from world_update_2
radioactive_water -> Aux2
Fixed radiation triggers returning minimal/no rads