108,383 Commits over 3,867 Days - 1.17cph!
Bandit town spawn radius edits
ScientistSpawnPoint prefab revert to 2m
Trainyard spawn radius edits
Airfield spawn radius edits
Launch site spawn radius edits
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Train tunnel station NPC spawn edit
Reworked invisible npc shopkeeper init process so we can diasble the vending machine collider when the attached NPC is dead
Resolves a few issues, most notably the ragdoll of killed water well shopkeepers behaving incorrectly (because they were spawning inside a collider)
Removed a loading platform renderer in outpost that wasn't part of a LOD
Converted all of the glue decals to MeshLODs for memory savings and allows them to be included in the HLOD disable list
HLOD and S2P outpost
Fixed selected creative grade not being consistent across all grades, now uses the order of the foundation block
Delete ParticleIKFix script, not used and has been replaced by better solutions
Allow the static team ids in ESPPlayerInfo to be run from server (eg. GreenTeamId, RedTeamId, BlueTeamId, etc)
Set BaseSpawnPoint playerCheckMargin default to 2, which was the old const value.
Fix NRE when an empty string is bound to an input
Merge main -> SpawnMargins
Fixed some world models getting spawned at the incorrect scale (scale at prefab level isn't respected by gameManager.CreatePrefab, manually apply scale after spawning)
Closed collision gaps at the back of the armoured passenger module
Fixed mods calling ConVar.global.quit(null) failing due to the new argument check
convar_directory_folders -> main
helicopter_keep_damaged_fx -> main
timed_explosive_fx_follow_orientation -> main
Set Japanese font to Dynamic to fix the few missing characters (displayed as '?')
Lightning cloud daytime fix.
Aurora & lightning iteration +optimization.
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Improved rain visuals immensely.
Merge from /naturetonetests:
-Very mild ground_plants, mushroom, hemp and potato mat tweaks for color consistency & harmony.
-Optimized wood piles
-Adjusted some tree MIPs for a less blocky look from a distance.
Various minor ground foliage tone adjustments for constency/harmony.
Optimized legacy wood pile textures.
radtown_npc_drivethrough -> world_update_2
Prevent log spam: 'Trying to set velocity on kinematic body'
Send over spline interpolation speed to the client to ensure sound plays as normal when moving along a spline
radtown_npc_drivethrough -> world_update_2
Fixed client compile errors
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Travelling Vendor Radtown Drivethrough~
- Vendor now correctly follows a spline based path through Radtown upon entering
- On leaving Vendor goes back to its normal duties
- Added fake slowdown/speed up to spline transitions
- Added bunch of properties to SimpleSplineTranslator
- Fixed bugs causing it not to recognise the proper end of its currently traversing spline
Added offset to spline translations.
Adjusted vendor ride height on splines to 6.5 units
Added methods to look ahead in spline translator. Lets us ignore inaccurate tangents and just manually look ahead to calculate proper forward.
Override vendor steering after starting spline movement
Only apply downforce and regular steering if not following a spline
Spline translator returns global position by default.
Requires spline argument rather than spline data
Travelling vendor sets up spline translator on first entry to radtown
Wrote a kid friendly spline translator that works with arc length. Can traverse world spline data at any fixed speed with support for looping.
Fixed tooltip characters briefly appearing as blocks when opening
Further ground foliage tone tweaks.
Mip coverage tweaks on tree billboards to mitigate some of the blocky look.
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