branchrust_reboot/main/world_update_2cancel
386 Commits over 31 Days - 0.52cph!
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
▊█▉▉▉▍▆ █▄▅▅▍▆▆▇▅ ▅▆▍ ▉▊▇▄ ▄█▌▊▌▆▇▋▄▆▄ ▆▆▊▋ ▌█▍▊ ▊▍▋-▆▅▊▆▇▌ █▆▇▅ ▆██▅▊▆█▅▊, ▇▅▊▆▍ ▅████▉▍▋▄ ▇▅▊▄▉▌▉▇▌, ▌▌ ▄▌▅▉ ▆▅▉▉▍ ▊▊▊▍▊ ▅▍█▍▋▌ ▅█▇▅ ▄▍▆▌▇▅▍▇ ▋▇ ▍▇▇ ▌▅▆▍█▋█
- ▋▉▋██ ▍▅▇▄▄▋▉█, ▄▉▇▍▋▅▌▋▇ ▌▊▋▌▉▉, ▌█▌▋▋▍ █▉▆▌█▇
Null check on water visibility grid, should stop scene issues with terrain
(didn't catch it was executed in edit mode as well)
Fixed collision issues in cliff_jutting_d
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
hc revolver - fix for showing too many shells in the reload ( now hides 3p fx when in 1p)
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
vm hc revolver anim event update
vm hc revolver - tweak to anim event to spawn shells
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)
Merge from Frontier_HighCaliberRevolver
merge from watervisibilitygrid_fixes
increase wood yeild from driftwood - someone may harvest them now
stricter log pile spawn rules
Merge from world_update_2/merge_main (this brings this branch up to date with main)
Tag hill cliffs as AllowBarricadePlacement
Allow debug.ent_find_radius to work in live gameplay (was just demos)
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
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)
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
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
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
Ensured large coastal rocks don't spawn on 'monument' marked topology
radioactive_water -> world_update_2
Fixed river mesh being incorrect around rail and road crossings
Fixed terrain holes in small rock formations
Deleted bugged oceanside topology from icelakes to remove coastal rocks from spawning underneath
Fixed several water regressions from
104770
Adjusted cliff tall slope meshes to get rid of terrain holes
Fixed non-harvestable trees in oasis a, b and c
Removed monument topology from oasis a and b to get rid of barrel spawns
Fixed cliff_d anchor issues
stopping watervisibilitygrid error spam
- still need to fix the core issue
Fixed not being able to spray decals on half walls, low walls, doorways and windows when using the shipping container skin
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
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
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
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