branchrust_reboot/main/jungle_updatecancel
884 Commits over 89 Days - 0.41cph!
Fix tiger population convar not working
Make panthers spawn naturally in the jungle
Delete panther static mesh model
Make panther a different prefab instead of a variant of the tiger
Setup panther corpse and ragdoll
Rebuild manifest
reworked the layout and flow across the scafholds, planning where the overgrowth should play a role visually and for blocking traversal in some areas
Fsm end transitions now make entity skip to the front of the queue, to prevent situations where they are done with the current state and stay idle waiting to be ticked
For example if the server is struggling, a wolf may stay still for 1s after playing the hurt anim, this fixes that
This doesn't mean the AIs will cost more performance, it means that when if we can only tick 10 out of 100 wolves this frame (budget), we'll prioritize ticking the ones that have nothing to do
Better profiling of the fsm GetAncestry method (separate recursive calls to not mess up the time measuring)
Animals that just got hit won't delay their next AI tick, effectively skipping to the front of the budgeted queue for the next frame
Helps prevent animals play hit reactions a long time after being hit when the server is struggling
Desal Tank material and position update
tweaking bamboo scaffholding layout on ziggurat to clear some approaches and free some space on the ground
fixed floating set dressing in areas, removed some mesh decals that interfere with underneath mesh decals of zigg floor
Fix a missed line when manually merging Modifier.cs
water desal tanks update LOD0 and texture pass.
Constrain croc and tiger to jungle biome
Increase croc population
Merge from crocodile + tiger
ibc texture brightness tweak
fixed sharp seam on ibc tank and adjusted tank to soften edges of body
chenged the jungle ziggurat prefab to world layer
ibc water tank - complete and damaged version
Cleaned up zigg scene. Placed hatch doorframe. Rearranged gantries and enabled decals on material. Prefabbed zigg plus extra polish.
More polish fixes on big zigg
merge from mjungle_ruins for gantry kit
Created a new water surface for building interiors with a much lower coefficient of reflection and specular in order to fit the lighting typically found indoors
Increased building very dark ambient a notch to compensate for play time SSAO darkening the picture further.
changed incorrect layers on recent props prefabs
Increased building environment volumes to be reflection factor of 1.0 since buildings should be using World layer and offer accurate reflections indoor now. If reflections look incorrect, check art layers of buildings
ziggurat_a env volumes settings and bounds changes
re-balanced the ambient and reflection values in Environment Properties for the Building, Building Dark, Building Very Dark volumes in order to produce more satisfying lighting gradients in interiors
Polish on big zigg. Continued work on lil zigg. Increased moss tiling on exterior pipes.
shrunk jungle swamp water surface to avoid clipping
fixed jungle swamp terrain on incorrect layer causing wrong terrain insert in jungle
improved terrain blend texture
Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry
Tweaked materials and colors
Tweaked ground color
jungle ruins lootspawns, replaced the last greybox volumes in scenes for matching art assets
Accept any rivers that end in the jungle biome beyond the typical max river count
Reduced min distance between rivers a bit
jungle ruins scene HLOD setup and bakes
enabled read write on ruins kit for batching
Spawn 3 copies of ue_jungle_swap_a for now until we get more variants
Added refresh_foliage console command
updated topology masks for jungle ruins, s2p ruins
refreshing terrain blend textures of jungle ruins - they are correct but somehow were not applied in procmap