branchrust_reboot/main/world_update_2cancel

386 Commits over 31 Days - 0.52cph!

Today
Merge from main
Tightened anchors for cliff_hills_large_c and large_f
Addd AO maps for all medium and large rock formations Unfiied the look of all rock textures
Today
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Today
Null check on water visibility grid, should stop scene issues with terrain (didn't catch it was executed in edit mode as well)
Yesterday
Fixed collision issues in cliff_jutting_d
Yesterday
Set biome visuals for all huge, large and medium rocks so that they have biome matching colors Reenabled rock formations in arid Made small rock formations spawn in arid
Yesterday
hc revolver - fix for showing too many shells in the reload ( now hides 3p fx when in 1p)
Yesterday
New large coastal rock formations Converted coastal rock terrain filters to use radius and added decor checks Tweaked all coastal rock prefabs to prevent overlaps Tried to make coastal rocks spawn only next to cliffs Added arctic variants of jutting cliffs
Yesterday
vm hc revolver anim event update
Yesterday
vm hc revolver - tweak to anim event to spawn shells
Yesterday
vm hc revolver - added toggle gameobject settings to animator (to hide & show shells in cylinder where needed) - added anim event to spawn shells into the world at end of reload (so they land on the floor)
Yesterday
Merge from Frontier_HighCaliberRevolver
Yesterday
merge from watervisibilitygrid_fixes
Yesterday
merge from main
Yesterday
increase wood yeild from driftwood - someone may harvest them now
Yesterday
stricter log pile spawn rules
Yesterday
Merge from world_update_2/merge_main (this brings this branch up to date with main)
Yesterday
Tag hill cliffs as AllowBarricadePlacement
Yesterday
Unsaved
Yesterday
Allow debug.ent_find_radius to work in live gameplay (was just demos)
Yesterday
Fixed NRE when looking at water if radiation water map doesn't exist
Yesterday
Fixed water well food cache and npc spawner marked as Client Cull while breaks spawning when used in MonumentIsland S2P affected water wells
2 Days Ago
FIxed spawn point gizmos showing a secondary, incorrect cyan circle
2 Days Ago
Added more crate spawn points and standardised all of the dive sites to spawn the same amount of crates
2 Days Ago
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)
2 Days Ago
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
2 Days Ago
Missing files
2 Days Ago
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
2 Days Ago
manually merged new plane and foliage in to divesite_d prefab, removed temp prefab
2 Days Ago
new divesite plane, scene dressed, added to scene/prefab. saved divesite_d_temp prefab so i can manually merge
2 Days Ago
Ensured large coastal rocks don't spawn on 'monument' marked topology
2 Days Ago
radioactive_water -> world_update_2
2 Days Ago
Fixed river mesh being incorrect around rail and road crossings
2 Days Ago
Fixed holes in god rock
2 Days Ago
Deleted unneeded prefabs
2 Days Ago
Fixed terrain holes in small rock formations
2 Days Ago
Deleted bugged oceanside topology from icelakes to remove coastal rocks from spawning underneath
3 Days Ago
Fixed several water regressions from 104770
3 Days Ago
Adjusted cliff tall slope meshes to get rid of terrain holes
3 Days Ago
Fixed non-harvestable trees in oasis a, b and c Removed monument topology from oasis a and b to get rid of barrel spawns
3 Days Ago
Fixed cliff_d anchor issues
3 Days Ago
stopping watervisibilitygrid error spam - still need to fix the core issue
3 Days Ago
Fixed not being able to spray decals on half walls, low walls, doorways and windows when using the shipping container skin
3 Days Ago
Possible fix to CH47 killing it's mounted scientists twice, leading to some exceptions Also switched a string based invoke to a direct method call
3 Days Ago
Swap out spawner
3 Days Ago
More divesite E fixes
3 Days Ago
Rebuild divesite E after the directory changes in 104327 broke most of the models Added junkpile mounds to bridge the gap between the geometry and terrain
3 Days Ago
Convert junkpile_base to meshlod Add some junkpile_base meshes to divesite D and F to hide the gaps between the rock meshes and the terrain
3 Days Ago
Switch divesite D and F to JunkpileWaterSpawners for their crates, fixes crates getting orphaned when a dive site is retired or go through a save/load