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Fixed overlapping flags causing vines to not know they are away from their home branch
Texels per unit system (for uvs)
Better distance night eye glow system to panthers.
Fix NRE when spraying on hardside of a block with wallpaper
level edits to powerplant, mainly sewer exits - s2p
Capsule vine test setup for Ian
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Cherry pick from
119676 (viewmodel glove slimming)
merge from broadphase_revert
revert broadphase method to old settings
merge from Wood armour gloves
Updated tiger and panther texture resolution
Shader improvements
Moved assets in the right folders
vine_animation_setup -> jungle_update
Failsafe for descend prediction, stops its playing twice
Converted jungle bushes to spawn on the decor grid / removed tree entity jungle bushes from spawning
Remove idle exit time for snapper animation start
vine_animation_setu -> jungle_update
forgot to move rope ladder in prefab
Predict a correct vine descent - player descent animation in a better place
reduced the depth of jungle swamp by 20ish %
vine_animation_setup -> jungle_update
Ensure descending flag resets properly (also reset on swing if we need to)
Ensure mountable sets itself to its active origin position after dropping off descending player
Rname vine descending to 3p_vines
Updated wood armor gloves fbx with hand mesh to resolve clipping issue.
Updated wood armor gloves prefab with new hand mesh.
Fixed offset cell door transforms. Added COL for rusty cell door. S2P on jungle ruins containing cell doors.
fixed some wall clipping props in zigg scene
changed priority on ziggurat to highest to ensure a spawn
more polish on the top with smaller decals and some physical roots for decor
added a rongs rope ladder inside the zigg portal to allow players going down without taking damage
fixed foliage placement on water surface (lillies)
toned glossiness down on the large pipes going out
re-linked the lighting prefab (again? another regression perhaps)
Zigg S2P / HLOD refresh
jungle_update -> vine_animation_setup
3d_renderer_caps -> jungle_update
Disable 3d renderer again
Fixed cap normals rendering insideout (flipped winding direction check)
Adjust cap triangles winding order based on direction
Cap methods properly map the UVs (adding it to the correct list)
Add a failsafe if a Snake is unable to reposition 3 times in a row.
3d_renderer_uv_fix -> jungle_update
Map v based on distance instead of point index. Results in consistent texture scaling instead of stretching.
Delete out of data weapon rack saves
Submitting coco armour 3rd person arms fbx update
Clean up no longer used instancing code, add grass instancing convar to enable instancing, fix incorrect placement IDs, add small bias to cell box/plane check to avoid false/edge case negatives