branchrust_reboot/main/world_update_2cancel
549 Commits over 61 Days - 0.38cph!
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
Split the buoy section of divesites into a new child entity that bobs up and down on the server and uses SyncPosition
Solves mismatching colliders on the client causing flyhack and raycast issues
Only animates on the server if a player is within 128m
Added a slight rotation over time
Jutting cliffs improvements / slightly increased density of jutting cliffs
All coastal cliffs now use radius for TerrainFilter / attempt to fix cliff interescting roads
Discard water fragments entirely if there's no chance the camera is inside the respective water volume (fixes depth issues in canyons)
PlaceCliffsUniform takes prefab priority into account
PlaceCliffsUniform prioritizes prefabs according to the number that have already been spawned (if their priority is the same)
PlaceCliffsUniform uses a multigrid approach to spawn (spawn at coarse resolution first, then going increasingly finer until target is reached)
Fixed broken coastal rock prefab links
merge from HighCaliberRevolver
Merge from water_visibility_grid
- provides 2D grid for early exit on most WaterCollision.GetIgnore checks
- dynamic water visibility volumes are brute-force checked, but there are an extremely small number of instances
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
Improved PlaceCliffsUniform randomization
Fixed river / ocean transition terrain issues
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
Reduce wood pile density by 40%
TerrainTopologyMap.GetTopology fix when getting topology in radius
Fix Scene2Scene process running HLOD generation 3 times when generating prefabs and scenes
Only run the first bake, subsequent HLODBounds generation calls will use cached mesh and materials (still runs everything else)
Needs to be implemented when calling the S2P generation methods (see HLODBounds.ResetMultiBake in SceneToPrefab
Rework UnwrapBakers final asset output process to update and resave assets instead of deleting and recreating assets
Fixes Scene2Scene workflow missing HLOD meshes because subsequent runs would delete the assets, losing their connection
Converted hill cliffs generation to PlaceCliffsUniform
Lowered LOD distances on all cliffs
only apply surface breaking drag to non-kinematic players
(fixes warning when DPV would submerge)
TerrainFilter supports a radius
TerrainTopologyMap.GetTopology checks an actual circle, not a square
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
Merge from river-ocean-transition
Merge from map_slope_shading
Halve the HLOD distance of both harbors
Added mission points to divesite D, E, F so diving missions work
Set static planter wetness client side to full, might solve some flickering issues
Fixed extra material pass on small planter, both player placed and static versions
PlaceCliffsUniform improvements
Rock formation density improvements
Check terrain filters before terrain anchors in all procedural placement scripts (faster, thanks Graham)
Set prevent building radius to is trigger on new divesites
radtown_npc_drivethrough -> world_update_2
merge /main/DPV -> /main/world_update_2