198,763 Commits over 4,140 Days - 2.00cph!
Added animal Chase state.
Fixed chase speeds.
Updated animal AI design file.
Repainted LS splats
Most monuments now dont export grass splat to give way to snow or sand in respective biomes
Removed forest toplogy from bandit town, and reduced swamp topology surface
Added default values to the Super DOF UI sliders (Middle mouse click resets to default)
Set slider of DProperty_Float to use darker color scheme for contrast with the bright background
Fixed DNumSlider.SetDark not updating the text area text color sometimes
Harbors are no longer allowed to spawn on offshore islands (only on the main island)
Merge from tree_bushes_spawn_settings
Tree entity updates (collider and layer)
Added CullBushes toggle to BuildingBlock (enabled on square and triangle foundations)
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Caves terrain alpha map polish, draw distance overrides for a few surface visible tunnel segments to avoid seeing under terrain
Merge CardGames->Main. Protocol++. Adds:
- Only the winner(s) in a showdown is now forced to show their hand. Others players can choose to show.
- Local player can still see what cards they had in the left-side UI after folding.
- Winner's hand is now shown in the central UI alert.
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If players get some scrap back (due to varied all-in amounts), show them as neutral in the UI instead of red
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Fix winner score not being sent anymore
Merge from HDRP_Art_Backport
Fix LeftRoundEarly bool check
Clear local player card data properly if they leave the table
Local player stop holding cards after folding (broke with the new changes to remember the cards they had)
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Improved alt looking head clamps, should look better when alt looking at extreme angles while the body is twisted
Increase local player folded card opacity
Arctic forest topology tweaks
Arctic and tundra spawn population improvements
Arctic tree and bush prefabs
Gave saplings and dead trees more height variation
Tweaks to arid bush density and sizes
updated crane setup for 360 yaw rotation, added engine rumble anim loop
Improvements to foliage displacement to try and eliminate clipping.
Created new spawn populations for arid bushes / made grassy arid bushes bigger
Implemented direction override support for NPCNavigator.
Animals in attack state now always face the player not just when performing an attack.
River source prefab improvements
Improved how wide it covers the water mesh
Added vertical padding for edge cases where it may spawn on the edge of a cliff or highly uneven terrain
Added some detail and particle effects
Prevented arid foliage from spawning underwater
Tundra moss will now use the same material as grass
Added WolfAd placeholder prefab
Lowered health and wood yields for all saplings
Tree populations progress for temperate and tundra / adjusted topologies and densities