branchrust_reboot/main/world_update_2cancel
549 Commits over 61 Days - 0.38cph!
Reverted accidental Procedural Map scene change
Fixed incorrect building grade lookup in creative mode (need to check skin id as well)
Hooked up water well NPC avatar
Post merge compile fixes, manifest
Added a new Canyon NetworkGroupType to EnvironmentVolume, train layer thresholds are now set based on the lowest one of these in the world rather than the ceiling of the train tunnel volume
Setup placeholder PrefabInformation for water well NPC
Using heavy scientist avatar for now
Slight layout tweaks to Item info panel to better fit a longer NPC name
Fixed water well NPC's not appearing properly on the hunting trophy
Fixed plants spawning in water well planters losing their 100% condition on server load
Cliff DecorUniformTest progress / better coverage
Added rock formations to World Setup
Tweaked rock formation anchors to balance spawn rates
Static planters code cleanup, use PrefabAttributes and remove the id lookup as it won't work through a save/load
Fixed planters being able to plant more than one plant in a slot after a server restart
Increase spawn check timing to 4 minutes (was 30s)
Rebuild manifest
Cherry pick compile fix, SpawnMargins -> world_update_2
Unsaved food cache loot change
Adjust food cache spawns, removed black berries and raw meat
Fixed water well shop appearing on the map after a server restart
Removed all child gameobjects on a bunch of loot entities on the server (mostly some leftover model gameobejcts and the empty birthday balloon objects)
Affects crate_basic, crate_elite, crate_mine, crate_normal_2_food, crate_normal_2_medical, crate_normal_2, crate_normal, crate_tools, crate_underwater_basic, foodbox, loot_barrel_1, loot_barrel_2, oil_barrel, vehicle_parts
Removes 1-12 gameobjects per entity
Fix some vendors in bandit and fishing villages not working
Disable the network type on the EnvironmentVolumes in the train stations (stations are higher than tunnels, we only want the tunnels to contribute to the network threshold)
merge from dpv_collision_fixes
Merge SpawnMargins -> world_update_2. Compound and Launch Site S2P to merge in my changes.
Merge from main (skin bundles, so switching branches doesn't take forever)
Delete UI.Inventory.controller, not used at runtime and prints warnings when opening the editor
Update the inner lake topology of craggy island so it renders water
Updated Procedural Map_Cliff_DecorUniformTest to use PlaceCliffsUniform
Updated cliff_hills_test to remove slope scale from Terrain Anchors (testing if this is even still required)
Added Z rotation to PlaceCliffsUniform
Unique rock formation progress
Recreated the god rock and anvil rock
Scene for testing cliffs behaviour with PlaceDecorUniform
Brightened up coastal rocks
Moved coastal rock prefabs to a new folder
Added AmbientLightMultiplier, DirectionalLightMultiplier, ReflectionMultiplier, SunMeshBrightnessMultiplier and MoonMeshBrightnessMultiplier to WeatherPreset
Merge from world_update_2/dynamic_underground_network_groups
Merge from world_update_2/dynamic_underground_network_groups
Merge from world_update_2/dynamic_underground_network_groups
MeshLOD can now be used with DeferredMeshDecals, handles turning on and off and swapping LOD levels and updating the decal accordingly
Re-enabled glue models in compound
PlaceCliffsUniform initial version
Disable the glue prefabs in compound for now to resolve error on joining
Merge from world_update_2/waterwell_update
Reworked invisible npc shopkeeper init process so we can diasble the vending machine collider when the attached NPC is dead
Resolves a few issues, most notably the ragdoll of killed water well shopkeepers behaving incorrectly (because they were spawning inside a collider)
Removed a loading platform renderer in outpost that wasn't part of a LOD
Converted all of the glue decals to MeshLODs for memory savings and allows them to be included in the HLOD disable list
HLOD and S2P outpost
Fixed selected creative grade not being consistent across all grades, now uses the order of the foundation block
Delete ParticleIKFix script, not used and has been replaced by better solutions
Lightning cloud daytime fix.