192,344 Commits over 4,049 Days - 1.98cph!
Safety check in UpdateProgress
Some better initial rotation handling
Added new descend option when a vine is on it's home tree, drops the player to the ground safely
Merge from protobuf_fixes
Actually fix RPC error in CLIENT_PendingInvite (IDs are ulong, not ints)
Merge from protobuf_fixes
Update protobuf code generator (should fix IndexOutOfRangeException when saving the generated procgen map)
Possible fixes for RPC errors in DoUpgradeEffect and GetPerformanceReport (likely mods using them with missing parameters)
Fix RPC error in CeilingLight.ClientPhysPush (should also fix push direction/force due to explosions)
Fix RPC error in CLIENT_PendingInvite when clearing a pending team invite
Fix broken code in PhotoFrame.RecieveOverlayTexture RPC causing errors because it's trying to read the wrong data
Hide branches when a tree is chopped down
Double how low the vine swing travels to the ground (was -5m from the vine start point, now -10m)
Fixed time scale set to 2.7 by default in TimeManager
Play the vm release animation, delay the vm being holstered for 0.2s after dismounting
vine_integration -> jungle_update
Hanging vine point now points towards end desintation again
Fix 3p player animation speed set to 0
Show arrow for all possible destinations when looking at a vine
only overwrite death icon when a loadout has a death icon provided
Fix NVG loadout for military tunnel scientists having it's death icon stomped in CS
110444
vine_integration -> jungle_update
New vine idle hang down position
- Vine hang point support
- Exposed more protected methods from fake physics rope
- Rename and organisation of vine scripts
Added a new setting to Construction to define alternative LOS check positions when running building LOS checks
Added a few pos to the foundation and floor prefabs, this fixes the constant 'Line of sight blocked' error messages when building
Still very wip
Commit all reserialized prefabs from the manifest being generated (without loot tables!)
Added ability for ladders to require jump to mount
Enabled on the bottom ladder volume of the vine swinging tree, meaning players will need to jump to start climbing the vine tree but the upper portion of the tree will still behave like a normal ladder
Adjust prevent building volume around vine trees to be smaller at the bottom, same size at the top
Allows more building around the trees, and has enough clearance for a high external gate
Cherrypick from CS
118901 (manifest don't generate loot tables)
merge from outbreak_scientist -> jungle_update
merge from fix_tree_tool_init -> main
Commented out [InitializeOnLoad] for TreeToolRenderer but it still shows in scene after restart, guess it's not needed?
Fixed trees not respawning
Added debug.respawnvinetreesinradius
Fix vine viewmodels appearing for all players in network range when someone swings on a vine
Bunch of WIP to support transitioning the snake entity to being a resource dispenser on death without using a separate corpse, so that we can keep the nicer death anim as a corpse visual and eliminate some ragdoll issues too.
Fixed NRE on server startup when loading a player mounted to a saddle that belonged to an invalid mountable (horse prefab name was changed)
Kapok tree stump polish / improved ao on kapok trees
Ceiling light facelift.
_nobracket variant of the model, so that it doesn't look bolted to mid-air.
Volumetrics vs refraction interference fix.