108,308 Commits over 3,867 Days - 1.17cph!
world_update_2 -> radioactive_water
merge from fix_raknet_end_sample -> main
WaterVisibilityGrid fixes
- made it non-static, easier to manage lifetime this way and it should've been owned by the WaterCollision system anyway
- adjusted grid to handle ref-counting, this isn't strictly necessary but is the only way to sanely verify if the system has broken (memory footprint is ~1MB)
- slightly inflated static trigger bounds by an absolute value to manage small noise changes in position that can push it over a boundary
- added a virtual function to EnvironmentVolumeTrigger that lats derived classes run code with a guaranteed trigger collider (some visibility volumes were being missed in OnEnabled from this)
Fix missing EndSample() in Raknet.OnMessage
3rd person reloads with ammo type variants.
disable serversideragdolls by default due to server stall/freeze
Update: adding a server "itemmanager.enablepooling" convar to control item pooling
- starts off by default
Item pooling is too unstable to not have a dynamic switch - already got bit 2 times by it. Who knows what other horrors are hiding out there.
Tests: enabled after loading craggy, gave an ak - saw an uptick in pool.print_memory telemetry. disabled, despawned ak - no changes in telemetry.
Show active dart modifier effects.
Separate tea/dart effect displays.
merge from world_update_2
Merge: from main/item_pooling
This fixers the NRE on server tick (and blocker for joining).
Tests: loaded a save that consistently produced NREs - not anymore
Bugfix: disabling Item pooling
This causes issues on the server which prevents playing.
Tests: loaded a save that consistently produced exceptions - not anymore.
merge from world_update_2
Merge: from main
Tests: none
increase wood yeild from driftwood - someone may harvest them now
stricter log pile spawn rules
Merge from world_update_2
Merge from world_update_2/merge_main (this brings this branch up to date with main)
Tag hill cliffs as AllowBarricadePlacement
Del duplicated assets (ammunition_test models + shotgun powdery muzzle flash 'iteratecopy')
Merge from world_update_2
Allow debug.ent_find_radius to work in live gameplay (was just demos)
Merge from world_update_2
Fixed NRE when looking at water if radiation water map doesn't exist
Fixed water well food cache and npc spawner marked as Client Cull while breaks spawning when used in MonumentIsland
S2P affected water wells
Merge from media_projects/frontiersman_media
Merge from world_update_2
Update the liquid push targets if we encounter a push target that is no longer valid while moving water around
FIxed spawn point gizmos showing a secondary, incorrect cyan circle
Added more crate spawn points and standardised all of the dive sites to spawn the same amount of crates
Add shark spawner to the spawn groups list on new divesites so it won't retire until the shark is killed (matching behaviour of old dive sites)
Added a UseCurve option to GameObjectToggleState and an accompanying curve, if the curve value is greater than 0 it will be considered on
Allows us to toggle an object on and off multiple times in a single state
fix viewmodel anim sounds not playiing during ADS
Tweaked rock formaton huge materials
Revamped coastal_rock_large_a
Added more large coastal rock prefabs
Tweaked coastal rock large density settings in world setup
Tweaked cliff_jutting_d
Added burst cloth to tassels on blunderbuss viewmodel - rig updated and also needed a fresh anim export due to hierarchy changes
manually merged new plane and foliage in to divesite_d prefab, removed temp prefab
new divesite plane, scene dressed, added to scene/prefab. saved divesite_d_temp prefab so i can manually merge
merge fix_train_tunnel_rain -> main