branchrust_reboot/main/world_update_2cancel

549 Commits over 61 Days - 0.38cph!

47 Days Ago
Deleted bugged oceanside topology from icelakes to remove coastal rocks from spawning underneath
47 Days Ago
Fixed several water regressions from 104770
47 Days Ago
Adjusted cliff tall slope meshes to get rid of terrain holes
47 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
47 Days Ago
Fixed cliff_d anchor issues
47 Days Ago
stopping watervisibilitygrid error spam - still need to fix the core issue
48 Days Ago
Fixed not being able to spray decals on half walls, low walls, doorways and windows when using the shipping container skin
48 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
48 Days Ago
Swap out spawner
48 Days Ago
More divesite E fixes
48 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
48 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
48 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
48 Days Ago
MeshLod divesite d and f
48 Days Ago
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
48 Days Ago
Jutting cliffs improvements / slightly increased density of jutting cliffs
48 Days Ago
All coastal cliffs now use radius for TerrainFilter / attempt to fix cliff interescting roads
48 Days Ago
Discard water fragments entirely if there's no chance the camera is inside the respective water volume (fixes depth issues in canyons)
48 Days Ago
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)
48 Days Ago
Fixed broken coastal rock prefab links
48 Days Ago
network++ save++
48 Days Ago
merge from HighCaliberRevolver
48 Days Ago
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
48 Days Ago
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
48 Days Ago
Improved PlaceCliffsUniform randomization
48 Days Ago
Fixed river / ocean transition terrain issues
48 Days Ago
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
48 Days Ago
Reduce wood pile density by 40%
48 Days Ago
TerrainTopologyMap.GetTopology fix when getting topology in radius
49 Days Ago
merge from main
49 Days Ago
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
49 Days Ago
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
49 Days Ago
Converted hill cliffs generation to PlaceCliffsUniform
49 Days Ago
Lowered LOD distances on all cliffs
49 Days Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)
49 Days Ago
TerrainFilter supports a radius TerrainTopologyMap.GetTopology checks an actual circle, not a square
49 Days Ago
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
49 Days Ago
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
50 Days Ago
Merge from river-ocean-transition
50 Days Ago
Merge from map_slope_shading
50 Days Ago
Halve the HLOD distance of both harbors
50 Days Ago
Added mission points to divesite D, E, F so diving missions work
50 Days Ago
Set static planter wetness client side to full, might solve some flickering issues
50 Days Ago
Fixed extra material pass on small planter, both player placed and static versions
52 Days Ago
PlaceCliffsUniform improvements
52 Days Ago
Rock formation density improvements
52 Days Ago
Check terrain filters before terrain anchors in all procedural placement scripts (faster, thanks Graham)
52 Days Ago
Set prevent building radius to is trigger on new divesites
52 Days Ago
radtown_npc_drivethrough -> world_update_2
52 Days Ago
merge /main/DPV -> /main/world_update_2