193,219 Commits over 4,049 Days - 1.99cph!
- Fixed vines using excess length even in motion
- Base length of mountable state instead of estimated distance calculations
Do not write variables at default value to config.cfg
- Potential fix for tigers sliding while sleeping (potentially introduced when we added playback delay to cover client pos interpolation)
- Simplify roles between root motion component and anim component
- All anim requests now go through anim component, which makes debugging easier
- Root motion component is now again server only, which makes it easier to reason about
Fix crash with NPCs doing scripted sequences
Remove test_entity_blocker concommand
No reason to have it
Do not output ASCII control characters for color_white
This is useful for exactly 1 person in the world
Handle BaseTexture2 for impact particles on displacements
vine_integration -> jungle_update
Laser detector facelift.
SSS improvements.
Refactor reposition logic to determine target position before disappearing.
Stay visually alert briefly if attacked form out of range
Setup a small line of max length vine swings in the test scene
merge from softcore_update/tc_antigrief_fix
merge from softcore_update/deployable_corpse/open_interaction_fix
Added spatial environment volume transition support to transparent objects
Optimized kapok branch / added vines on the sides that can be used as ladders
More branch variants
Half wall and low wall additional LOS check pos
Don't allow placement on single racks
Reexported the vine view model to get rid of unneeded geometry
offset for wall corners zfight
Bugfix: ServerDemoPlayer - skip trying to spawn invalid prefabs from the server demo stream
Tests: played back server demo
Better client replication of start and end points.
Ensures client is better at esimating progress - think we will just use protobufs instead though
Update: make ServerDemoPlayer complient with recent Protobuf changes
Tests: played back a staging server demo
LOS check position fixes
Added new check pos for walls
added splatmap writing to the end of the grid-based erosion, re-used approach from old particle-based solution but with re-tuned values
- also rebalanced values again
smoothed out an erosion line in canyon A
removed shadow proxies on the default building block tiers, shadow casting reverted back to renderers
Merge: from main
Tests: none, no conflicts
Big Cat Meat and Crocodile Meat Game Manifest Build
Setup Raw, Cooked and Spoiled Big Cat Meat
Added Big Cat Meat Model, Textures, Materials and LODS
Prevent animals from eating their corpses from members of their species
It happens in nature in a lot of cases, but it looks weird in the context of the game
set dressing push on the remainder of the jungle ruins, s2p
Buff loot of tiger and panther to bear quantities, as they are harder to kill than a bear so it'd be underwhelming if they drop the same as wolves
Make croc drop croc meat instead of placeholder bear meat
Viewmodel anim update and adding requested animation
Merge from jungle_update (croc dive bug fix)
Fix croc ping-ponging between dive and flee if player is near but unreachable (eg on boat, on solid foundation, noclipping...)
The cause was that is was sampling depth from the surface to the waterbed, instead of depth from the surface to the target
Finish, keep and disable the vine viewmodel connection point stuff for now
Setup Raw, Cooked and Spoiled Crocodile Meat
Added Crocodile Meat Model, Textures, Materials and LODS
Initial implementation of vine viewmodel connection points
Optim: Dont continue to run update client line function if we shouldnt show the vine
Line of sight checks on the client
Merge: from loading_entity_leak
- Fix zombie ProtoBuf.Entity objects never being returned to the pool after loading a game save
Tests: loaded craggy save, editor default procgen save and staging server save
Bugfix: don't leak ProtoBuf.Entity during loading of a save
Loading a 4.3k staging server save drops ~129k objects (almost all get spilled, but that's okay after a load)
Tests: loaded craggy save, loaded default editor procgen save and stagign server procgen save
initial jungle dlc gesture unity setup, also fixed missing slot in gesture collection
Added spatial environment volume transitions for opaque objects