branchrust_reboot/main/world_update_2cancel
549 Commits over 61 Days - 0.38cph!
re-linked divesite prefabs, cleanup of folders
Biome visuals for coastal and hill cliffs / they will no properly switch colors depending on the biome
Tweaked diffuse textures on all rocks and cliffs to get rid of the noise and unnatural curvature highlights
Tweaked detail map settings on all rocks to reduce repetition and noise
Tweaked LOD settings on coastal cliffs to prevent LOD popin when up-close
Make buoys add a little force to the player when they stand on top
radioactive_water -> world_update_2
Various fixes for ProceduralMapEmpty, ProceduralMapRailSimple and ProceduralMapRoadSimple test maps
Increase ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
Adjusted cave terrain checks to enforce slightly more padding between the terrain surface and the caves (attempt to fix new cliffs sometimes reaching into caves)
TerrainCheckGeneratorVolumes takes an optional offset
Fixed wood piles being set as ore
Added TargetCountWorldSizeMultiplier to PlaceMonuments
Reduced lake target count from 2 to 1 for small maps
Additional checks for ice sheets to avoid rivers
Fixed some additional oddities where rivers meet ocean
Fixed several GenerateOceanTopology oversights
tweaking of coastal rock terrain raise parameters, added an extra object with lower opacity and larger radius to ease out the terrain but the system has its limits as its stands
Enable divesite_plane_COL r/w
Blunderbuss + frontier hatchet backpack offsets
Merge from hill_cliffs_splat
HCR viewmodel
- Matched fire & ADS fire anims to new repeat fire rate
- Adjusted sound anim events to match new timing
- Set animator to play anim at correct speed (1)
Reenabled LODs on hill cliffs
Fixed PlaceCliffsUniform not spawning below 0
set the large powerlines path to avoid beach and beachside to prevent paths intersecting cliffs on the coast
HCR viewmodel - Corrected slightly offset ironsights
Fixed two possible cave configs that had misconfigured culling volumes that would result in seeing through into the void
cave_large_hard, cave_small_medium
Only clear decals that are going to be recycled when playing back a demo shot, leave static monument decals untouched
Some prefab cleanup on divesite_d, still needs more work
Fixed starfish_01 not culling
Prefab replacer now selects the newly spawned prefabs
Radtown: Fixed floating vats and other interior props. Fixed some one-sided caution signs to use fence variants. (S2P)
Revamped hill cliffs Anchor length, SlopeScale and TerrainPlacementlBlocked radiuses to make cliffs spawn on steeper slopes than before
Reduced ObjectDistance for hill cliffs from 5 to 3
Allowed hill cliffs to overlap Roadside and Railside topologies
Fixed airfield sometimes spawning too close to river
Fixed rivers being allowed to continue too long below ocean level, causing the ocean to flood large areas of the terrain
Fixed underwater specular on terrain
HCR viewmodel - removed sway from ADS fire anim
unfucked oasis_c terrain data assignment - was due to a undone rename earlier in the day
repainted the topologies for ocean/oceanside/monument in it
Prevent harbors and ferry terminal from spawning on top of rivers
Merge from dpv_anim_transition_fix
- contains a change to BaseMountable.Mount that replaces an RPC call to ForcePositionTo with an immediate network update on the player
Wood Pile:
Balancing changes
Increased size of grass displacement map
No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
merge from terrain-smoothness
Reduced canyon target count from 2 to 1 to help other monuments have enough space to spawn
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)
merge from ocean-lightcolor-override
merge from frontier_hatchet
merge from world_update_2/Halloween_2024
Merge from divesite-foliage-displace
Added Tools/Find/Conflict ID Lookup tool
Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0
Rebuild manifest
Update: reset radioactivity when recycling Items
Although Item pooling is not live on this branch, instead of going through merge overhead I'm just patching it directly here.
Tests: none, trivial change