192,704 Commits over 4,049 Days - 1.98cph!
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
biome fog ambient comes from averaged atmospheric scattering, biome fog applies to billboard clouds and background sky more correctly
First pass view model camera animations for all explosives
Invoke a refresh on the visual vine a split second after the mountable arrives - should prevent inaccurate vine end points
▊▉▊ ▆ ▇▌▋ ▋▋█▊▊▉▄▋ ▌▇ █▅▄ ▌▊█▌ ▌▌▆▋▍▌▇▉▉, ▍▆▍▇█▊ ▋█▉▉▄▋▉ ▇▌▋█▇▋▋█
Cherrypicked
119958 (Fixed the alpha channel's blend settings for deferred mesh decal materials)
Fixed the alpha channel's blend settings for deferred mesh decal materials
jungle_update -> vine_capsule_render
boomerang_fixes-> jungle_update
Increased world model bounds sizing
boomerang_fixes -> jungle_update
Restore animation and holster changes
jungle_update -> boomerang_fixes
Handle 3p boomerang on/off in the boomerang script rather than via animation events
Fixing clipping around knee for coco armour pants
Reset 3p anims on holster even if its not the local player
Fix boomerang sometimes being unable to be thrown, this was because the thrown boomerang wasnt checking its id properly
Smooth the last 5 segments when adding a new point
Fixed pooling issues
Dont put boomerangs too deep into the ground
Fixed boomerang backpack position
Better gravity over distance
Fixing cocoknight view model leaves clipping through armour
Bump snake bite slow duration from 4->6 seconds
▅▇▆▊▍ █▉▅▅ ▌▉▉▊▊▆_▋█▉▍▊▌▊▌▅_█▌▉▌█▊▋▊█
Half Height Salvaged Shelves - Fixed prefab elements in wrong layers, they're now matching those of the salvaged shelves
Cull sharp angles when adding new positions
Cleaner culling checks
Improved trail generation by detecting intersecting segments, it helps reducing the potential spaghetti
Code organisation and cleanup
modified the zipline landing platform net shape to improve greatly the landing area/angle possible
minor tweak to jungle_ruins_e structure
S2P
jungle AR world model and lods
mag separate exported to _mag.fbx files respectively
Half Height Salvaged Bamboo Shelves - Increased icon aniso filtering level, removed old mesh from the prefab