141,176 Commits over 4,383 Days - 1.34cph!

1 Year Ago
Merge from snakes
1 Year Ago
Merge from jungle_update
1 Year Ago
Merge from no_corpse
1 Year Ago
Put foliage cell collect and command buffer creation in job, split render update across update and late update, add submesh command values to master mesh struct
1 Year Ago
Animation update to remove boomerang clipping with the larger gloves
1 Year Ago
Compile fix
1 Year Ago
Corpse removal timer
1 Year Ago
Fixed AmbientLightLOD.ChangeLOD skipping an update if only targetIntensity changed, not the distance (problematic if triggered by LightGroupAtTime)
1 Year Ago
Merge from main
1 Year Ago
Conveyor performance optimization: - Indicator light activity cull distance changed from 20 to 10. - Changed EntityFlag_Toggle to just Play/Pause instead of toggling the entire game objects on and off.
1 Year Ago
Merge from env_volume_performance_testing
1 Year Ago
Snake LOD distance improvements
1 Year Ago
Fixed an issue with the Deferred Indirect Lighting pass that was causing smearing when using Vulkan
1 Year Ago
Refactor/cleanup test code, move it down from SnakeHazard to WildlifeHazard. Add IsCorpse flag. Stop all client-side updates after turning into a corpse. Correctly show as dead visually if dead when entering network range.
1 Year Ago
Merge: from fix_treetoolrenderer - Brings back tree rendering on editor start with a scene with trees without triggering database refresh Tests: variosu editor open scenarios, various scene switching scenarios with domain reload
1 Year Ago
Update: TreeToolRenderer is now a static class instead of an EditorTool State survives domain reload (somehow). Tests: started editor on swamp_a, craggy, swamp_b - rendered okay. Triggered a couple domain reloads via code changes - still rendered with active scene + scene switching
1 Year Ago
Bugfix: bring back tree rendering on first scene opening - Defer tool initialization to first scene load to avoid triggering asset refresh in InitializeOnLoad Tests: closed and opened editor with various starting scenes. Switched scenes.
1 Year Ago
Added spatially aware environment volume convar back after merge
1 Year Ago
Added jungle biome to ore node spawn filter
1 Year Ago
Fixed SpawnHandler.CharacterSpawn.TopologyNot filter not working if cutoff is set to 0 (fixes spawning inside rivers) Added additional exact spawn filter check when picking player spawn position in case quadtree resolution doesn't suffice
1 Year Ago
Merge from main
1 Year Ago
merge from main
1 Year Ago
Updated jungle water treatment tank culling distance Enable ziggurat name on map Updated ziggurat HLOD
1 Year Ago
allowing piper nigrum prefabs to cull at 300m
1 Year Ago
jungle_ruins_e more set dressing, replaced rad water puddle by earth pit
1 Year Ago
Safety check in UpdateProgress
1 Year Ago
Some better initial rotation handling
1 Year Ago
Added new descend option when a vine is on it's home tree, drops the player to the ground safely
1 Year Ago
Merge from protobuf_fixes
1 Year Ago
Actually fix RPC error in CLIENT_PendingInvite (IDs are ulong, not ints)
1 Year Ago
Merge from main
1 Year Ago
Compile fixes
1 Year Ago
Merge from protobuf_fixes
1 Year Ago
Update protobuf code generator (should fix IndexOutOfRangeException when saving the generated procgen map)
1 Year Ago
Possible fixes for RPC errors in DoUpgradeEffect and GetPerformanceReport (likely mods using them with missing parameters)
1 Year Ago
Codegen
1 Year Ago
Merge from main
1 Year Ago
Fix RPC error in CeilingLight.ClientPhysPush (should also fix push direction/force due to explosions)
1 Year Ago
Fix RPC error in CLIENT_PendingInvite when clearing a pending team invite
1 Year Ago
Fix broken code in PhotoFrame.RecieveOverlayTexture RPC causing errors because it's trying to read the wrong data
1 Year Ago
Hide branches when a tree is chopped down
1 Year Ago
Compile fix
1 Year Ago
Double how low the vine swing travels to the ground (was -5m from the vine start point, now -10m)
1 Year Ago
Fixed time scale set to 2.7 by default in TimeManager
1 Year Ago
Play the vm release animation, delay the vm being holstered for 0.2s after dismounting
1 Year Ago
vine_integration -> jungle_update
1 Year Ago
Hanging vine point now points towards end desintation again
1 Year Ago
Fix 3p player animation speed set to 0
1 Year Ago
Show arrow for all possible destinations when looking at a vine
1 Year Ago
only overwrite death icon when a loadout has a death icon provided