106,905 Commits over 3,836 Days - 1.16cph!
merge from store-ui-frontiersman
Frontiersman store page localization fixes
Further reduce ore count density by 15% to match release values
Fix error spam about animator param not found
Update: DPV stops all sounds when no longer simulating
In theory, there were edge cases where previously it was possible that some sounds would not be cleaned up.
Tests: rode the DPV, jumped off at various points, picked it up and redeployed. Noclipped around the area
Update: MovementSounds releases sound resources on disable
- Also got rid of IOnParentDestroying implementation - it's handled by OnDisable now
Tests: ran in water. Killed self mid run to test onDisable - all good
Update: Minigun and Fishing Rod drop their sounds on destroy/cleanup
Tests: Spooled up and fired the minigun with switching in between. Fished with switching at various stages(holding, throwing, fish catching, fish pulling).
Bugfix: Ignore sound fadeout requests on retired sounds
Because sound is a shared-ownership resource and we have scenarios where owners don't know that the sound sometimes has been retired, we need to be a bit more permissive with existing cleanup logic.
Tests: Had a fish bite with the fishing rod, started pulling then switched over to a different item, then tried fishing again - with sound pooling this would sometimes throw, but not anymore. Confirmed with audio logs that bad scenario did happen but didn't fail.
Fixed broken collision mesh for rock_formation_huge_c
Reverted recent godrock changes to fix terrain gaps
let dpv be picked up with fuel and give you the fuel if you do
Bradley logs wrapped in unity editor checks
using parallel call to populate water flow from shore vectors
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not serializing flowmap, we can just generate it on load
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out
Tests: noclipped around Craggy with audio recycling logs on - no NREs
merge from world_update_2
added additional checks to dpv mounting to make it harder to get stuck
Disable underwater blur when using underwater_cinematic convar
Added prop opffset support when holding a left hand dominant entity
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows)
Added option to only apply hand aiming while in ADS
Rebuild manifest, includes missing cliff rocks
Remove old spineIkAimOffset system, superseded by new components
Fixed left hand IK not getting applied when switching between weapons
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
Added throw support to pose editor
Removed right hand pose component entirely
Added basic camera rotate and pitch controls to edit scene
merge from flashlightfixes
Flashlight fixes (safe version, ball fixes only).
Removed some leftover logs
Fixed some incorrect rig behaviour when entering and exiting edit mode
Remove dedicated right hand aim component (now builtin to AimPose component)
Expose right hand aim offset per weapon
Fix train tunnel entrances not having `PreventMonumentBuildingTag` component added because they were not generated with S2P
Ensured both train tunnel entrances were marked as "AllowBarricadePlacement"
merge from main -> fix_barricade_train_tunnels
Reduce ore count density target to match release values
Change the scene prefab remapping dictionary to be case insensitive
Normalize scene paths across windows and unix
Remove code that looked for scene name by full path in editor