120,540 Commits over 4,018 Days - 1.25cph!
Initial implementation of vine viewmodel connection points
Optim: Dont continue to run update client line function if we shouldnt show the vine
Line of sight checks on the client
Merge: from loading_entity_leak
- Fix zombie ProtoBuf.Entity objects never being returned to the pool after loading a game save
Tests: loaded craggy save, editor default procgen save and staging server save
Bugfix: don't leak ProtoBuf.Entity during loading of a save
Loading a 4.3k staging server save drops ~129k objects (almost all get spilled, but that's okay after a load)
Tests: loaded craggy save, loaded default editor procgen save and stagign server procgen save
initial jungle dlc gesture unity setup, also fixed missing slot in gesture collection
Added spatial environment volume transitions for opaque objects
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
Animation update to remove boomerang clipping with the larger gloves
Fixed AmbientLightLOD.ChangeLOD skipping an update if only targetIntensity changed, not the distance (problematic if triggered by LightGroupAtTime)
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.
Merge from env_volume_performance_testing
Snake LOD distance improvements
Fixed an issue with the Deferred Indirect Lighting pass that was causing smearing when using Vulkan
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.
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
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
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.
Added spatially aware environment volume convar back after merge
Added jungle biome to ore node spawn filter
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
Updated jungle water treatment tank culling distance
Enable ziggurat name on map
Updated ziggurat HLOD
allowing piper nigrum prefabs to cull at 300m
jungle_ruins_e more set dressing, replaced rad water puddle by earth pit
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