192,689 Commits over 4,049 Days - 1.98cph!
Adjust branch colliders again
Apply to descend option as well
Don't allow the player to mount a vine if they are already mounted to something
server.emojiOwnershipCheck is now a convar and enabled by default
Don't show emoji not owned by the player in the gallery
If a player submits a chat message with an emoji they don't own the emoji is stripped out of the message
Unlock_all_skins convar is now respected for emoji ownership checks
Merged some safety checks
Added new ladder footstep events when climbing up and down (see ClimbFootstepSound field on TriggerLadder)
Don't render vine shadows if lod > 0
Added a set of medium sized hura crepitans trees / prefabs, meshes, colliders, textures, materials
outofstock_log_fix -> main
Remove is out of stock log
boomerang_rebalance -> jungle_update
Adjusted a bunch of values to be happier with the faster speed
vine_performance_improvements -> jungle_update
Reduced work queue vine cost to 0 ms unless vines are moving
First set of vine improvements: reduced budgeted vine loop ms by 35%
Call better api calls in vine to let the physics rope retain some additional performance improvements (only calling updates when values have actually changed)
Close down and organise the physics rope api
Jungle ak
- removed lods from mag drop fbx ( only renders lod0 )
- removed uneeded avatar from worldmodel fbx
- set up worldmodel prefab
Alien Swarm Map Icons
Updates to debug_dump
* Handle "0" != "0.0" cases
* Add game version to output
* Sort alphabetically
* Align values and default values vertically for easier parsing with eyes
Remove "f" from some number convar default values
Remove -usetcp as it is broken anyway and has unknown purpose
Implement jiggle bones for serverside ragdolls
Apply correct scaling on jigglebones with model scale
This also disables some weird code that was applying inverse scale on jiggle bone matrix if scale > 1, I could not see where this was useful and it was causing jiggle bones to disappear up close.
Merge Pull Requests
* TTT: Updated language files
* Micro optimize team.NumPlayers
Fixed jiggle bones on scaled models not behaving correctly
This took way too long to figure out for how simple the fix is, but jiggle bones on models with scale < 1 should no longer spazz out, and should actually work at scales above > 1
Force load HDR map lighting if there is no SDR lighting
Even if the player has set `mat_hdr_level` below 2
Merge Pull Requests
* TTT: Updated language files
* Micro optimize team.NumPlayers
Fixed jiggle bones on scaled models not behaving correctly
This took way too long to figure out for how simple the fix is, but jiggle bones on models with scale < 1 should no longer spazz out, and should actually work at scales above > 1
Force load HDR map lighting if there is no SDR lighting
Even if the player has set `mat_hdr_level` below 2
Fix poison metabolism value not being serialized.
Makes the poison vital UI actually work.
Changed colliders in piper nigrum corner pieces to prevent player obstruction. Removed obsolate col meshes.
3p jungle ak updates
- added anims and animator
- set up mag drop effect
- updated attachment positions
Changed collision material type to rock for better sfx
fix water rendering issue on reduced render scale
Basic support for multipe upgrade paths for a SimpleUpgrade entity.
Test data: external wooden walls can now be upgraded to stone, adobe or ice walls via hammer upgrades.
Still missing some functionality/checks.
Nerf animal hearing in general, and croc hearing even more
First pass of proper schizolobium tree textures
rigged 3p jungle ak, initial entity setup
Initial groundwork for multiple upgrade items.
Fix corpse fixed update NRE
Fix croc thinking it's diving even though it's on land, big rewrite of all animal roam and flee eqs
wip simple upgrade reskinning
Doubled the throw and return speed
vine_fixes -> jungle_update
Some more sanity checks to ensure world raise end point is at the correct position when it needs to be