108,405 Commits over 3,867 Days - 1.17cph!
Reduced wallpaper crafting cost to 10 cloth from 20, amount per craft 1 -> 2
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player update. exported unarmed diagonal walk anims and set them on playeranimation controller
Added textures for stone piles. Added stone pile variants.
Update: Add entity counter to Save Viewer
This should be enough for now, I'll add more functionality as needed.
Tests: loaded a large save, validated counter updates with filtering applied
Shrunk swamps a/b/c terrain usage to allow for a larger buffer for terrain blend map
Reprocessed terrain blend maps for those
Wolves can wait longer in a spot while roaming, reducing the number of path queries made by roaming wolves
Frontier hazmat LOD2 excludes burst cloth bones
Increased tunic controller LOD distance
Update: SaveViewer triggers loading on changed event
- Also disabe the export buttons if no valid save is loaded
Allowed to get rid of an extra variable and a first-run exception
Tests: loaded large save game multiple times, all func still worked
Merge from ai_wolf_iteration
Bugfix: avoid parsing invalid paths in SaveViewer
Tests: tried to use a malformed path
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Fix sense refresh time not accounting for budgeting delaying refresh
merge from dropped_item_perf_improvements
Properly handle origin/simspace delta accumulation when BurstCloth is re-enabled
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Bugfix: Avoid leaking protobuff entities in SaveViewer
Tests: loaded a save multiple times
Clean: remove redundant code in SaveViewer
Tests: filtered a small save
Improved icelakes blend map textures
merge from store_wallpaper_page
Make senses tick instead of being evaluated on demand
On demand senses are harder to debug and visualize, as well as only causing a minor performance gain
Ticking is more predictable performance wise and easier to keep track of in the frame budget
Senses tick faster if a player is near the NPC
Bugfix:SaveViewer no longer constantly filters
- Also clear up cached results when user clears save file path
Tests: stepped through the code, confirmed execution happened only once
Update: Migrating ConvertSaveFile func to SaveViewer
- Removed old CovertSaveFile
Tests: checked sorting works on a small save, export generates valid csvs
Wallpaper Starterpack item
Wallpaper page media, description
PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise can now all have their TerrainAnchorMode adjusted
rebuilt the door rig with the orriginal offsets for the gates
shifted collider for the gate from LOD0 to parent
models import settings for display and collision meshes
Fixed triggerHeight not being set in builds
Merge from world_update_2
Merge from world_update_2/waterwell_update
Another pass on vending orders
Remove some old hacks to fix save games (again)
Added explicit versions of TakeFrom to eliminate param[] allocation
Fixed dead npc shopkeepers using the wrong loot panel, a symptom of them not using the correct corpse prefab
Involved moving CreateCorpse override up a level from HumanNPC to NPCPlayer, this turned into a bit of a refactor as I cleaned up the copy+pasted CreateCorpse methods in FrankensteinPet, ScarecrowNPC and GingerbreadNPC, exposed any differences in their corpse generation process as virtual properties (see CorpsePath, ShouldCorpseTakeChildren, KeepCorpseClothingIntact, OverrideCorpseName, ApplyLoot, CopyInventoryToCorpse)
Remove Gibbable, GroundWatch components from new planters, mark them as immortal
Added 1x planter to water well A
Added 2x planters to water well B
Fixed parenting of planter in water well D and E
S2P all wells
Apply an item category to the individual wallpaper skins so OnValidate stops complaining
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Spawn populations can now specify monument types they want to avoid
Rowboats now avoid spawning in oasis
Adjusted MinDistanceSameType and MinDistanceDifferentType for canyons, lakes and oasis to take their fixed bounds into account
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frontier gate lods and collision
Merge: from main
I also renamed this branch(used to be itemcontainer_ipooled)
Tests: spawned on cragy, killed a scientist, confirmed m92 was marked to not save before kill, then marked for save after kill
player update. updated neccessary weapon override controllers with 3/4 stance rifle jog anims
player update. updated some holster positions on weapons