120,540 Commits over 4,018 Days - 1.25cph!
Reserialize loadouts with their new fields
Switch loadouts from an enum to control what contains are stripped to a separate bool per container
- allows to to control what items are replaced vs added additively
Remove ai.move and world.cache from Procedural Map editor startup parameters as it's a pain for testing world gen
Add jungle loadout to SpawnHandler
- for jungle only for now because Unity doesn't want to serialize Dictionary<Biome,Loadout>
Give out jungle outfit to scientists that spawn in the jungle biome
- handle in base level SpawnGroup
- covers junkpiles and monuments, manually spawned scientists don't follow this
Merge from jungle_update (fix npc sliding)
More compile fixes (improper codegen)
Fix editor ifdef compile errors
3p vine better matches up with hand position.
hanging vine is slightly longer (preparing for having a little bit of vine below you when swinging)
- Fixed vines using excess length even in motion
- Base length of mountable state instead of estimated distance calculations
- Potential fix for tigers sliding while sleeping (potentially introduced when we added playback delay to cover client pos interpolation)
- Simplify roles between root motion component and anim component
- All anim requests now go through anim component, which makes debugging easier
- Root motion component is now again server only, which makes it easier to reason about
vine_integration -> jungle_update
Laser detector facelift.
SSS improvements.
Refactor reposition logic to determine target position before disappearing.
Stay visually alert briefly if attacked form out of range
Setup a small line of max length vine swings in the test scene
merge from softcore_update/tc_antigrief_fix
merge from softcore_update/deployable_corpse/open_interaction_fix
Added spatial environment volume transition support to transparent objects
Optimized kapok branch / added vines on the sides that can be used as ladders
More branch variants
Half wall and low wall additional LOS check pos
Don't allow placement on single racks
Reexported the vine view model to get rid of unneeded geometry
offset for wall corners zfight
Bugfix: ServerDemoPlayer - skip trying to spawn invalid prefabs from the server demo stream
Tests: played back server demo
Better client replication of start and end points.
Ensures client is better at esimating progress - think we will just use protobufs instead though
Update: make ServerDemoPlayer complient with recent Protobuf changes
Tests: played back a staging server demo
LOS check position fixes
Added new check pos for walls
added splatmap writing to the end of the grid-based erosion, re-used approach from old particle-based solution but with re-tuned values
- also rebalanced values again
smoothed out an erosion line in canyon A
removed shadow proxies on the default building block tiers, shadow casting reverted back to renderers
Merge: from main
Tests: none, no conflicts
Big Cat Meat and Crocodile Meat Game Manifest Build
Setup Raw, Cooked and Spoiled Big Cat Meat
Added Big Cat Meat Model, Textures, Materials and LODS
Prevent animals from eating their corpses from members of their species
It happens in nature in a lot of cases, but it looks weird in the context of the game
set dressing push on the remainder of the jungle ruins, s2p
Buff loot of tiger and panther to bear quantities, as they are harder to kill than a bear so it'd be underwhelming if they drop the same as wolves
Make croc drop croc meat instead of placeholder bear meat
Viewmodel anim update and adding requested animation
Merge from jungle_update (croc dive bug fix)
Fix croc ping-ponging between dive and flee if player is near but unreachable (eg on boat, on solid foundation, noclipping...)
The cause was that is was sampling depth from the surface to the waterbed, instead of depth from the surface to the target
Finish, keep and disable the vine viewmodel connection point stuff for now
Setup Raw, Cooked and Spoiled Crocodile Meat
Added Crocodile Meat Model, Textures, Materials and LODS