248,566 Commits over 3,928 Days - 2.64cph!
stricter log pile spawn rules
Leaderboard backup, run #
14044
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Update the liquid push targets if we encounter a push target that is no longer valid while moving water around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)
Fill up _renderTarget on Graphics Scope so that we can fetch the immediate color/depth textures also without a copy
Fetch depth and color directly for DoF so that we can do pixel perfect fetches, start making near dof not shit
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
Ensured large coastal rocks don't spawn on 'monument' marked topology
Fix using wrong GetHeight() overload
Fix rain getting players wet when they are inside train tunnels
- extend the top position of the sky check to 1m above terrain if the players is >100m below terrain
- this prevents the raycast from starting under the terrain and going through the top of a tunnel mesh
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Human: removed Rust animations
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Add cover component supporting primitive shapes