reporust_rebootcancel

125,756 Commits over 4,109 Days - 1.28cph!

3 Months Ago
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
3 Months Ago
smoothed out an erosion line in canyon A
3 Months Ago
removed shadow proxies on the default building block tiers, shadow casting reverted back to renderers
3 Months Ago
Merge: from main Tests: none, no conflicts
3 Months Ago
Big Cat Meat and Crocodile Meat Game Manifest Build
3 Months Ago
Setup Raw, Cooked and Spoiled Big Cat Meat Added Big Cat Meat Model, Textures, Materials and LODS
3 Months Ago
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
3 Months Ago
set dressing push on the remainder of the jungle ruins, s2p
3 Months Ago
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
3 Months Ago
Make croc drop croc meat instead of placeholder bear meat
3 Months Ago
Viewmodel anim update and adding requested animation
3 Months Ago
Merge from jungle_update (croc dive bug fix)
3 Months Ago
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
3 Months Ago
Finish, keep and disable the vine viewmodel connection point stuff for now
3 Months Ago
Setup Raw, Cooked and Spoiled Crocodile Meat Added Crocodile Meat Model, Textures, Materials and LODS
3 Months Ago
wip
3 Months Ago
Initial implementation of vine viewmodel connection points Optim: Dont continue to run update client line function if we shouldnt show the vine
3 Months Ago
Line of sight checks on the client
3 Months Ago
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
3 Months Ago
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
3 Months Ago
initial jungle dlc gesture unity setup, also fixed missing slot in gesture collection
3 Months Ago
Added spatial environment volume transitions for opaque objects
3 Months Ago
Merge from jungle_update
3 Months Ago
Merge from snakes
3 Months Ago
Merge from jungle_update
3 Months Ago
Merge from no_corpse
3 Months 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
3 Months Ago
Animation update to remove boomerang clipping with the larger gloves
3 Months Ago
Compile fix
3 Months Ago
Corpse removal timer
3 Months Ago
Fixed AmbientLightLOD.ChangeLOD skipping an update if only targetIntensity changed, not the distance (problematic if triggered by LightGroupAtTime)
3 Months Ago
Merge from main
3 Months 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.
3 Months Ago
Merge from env_volume_performance_testing
3 Months Ago
Snake LOD distance improvements
3 Months Ago
Fixed an issue with the Deferred Indirect Lighting pass that was causing smearing when using Vulkan
3 Months 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.
3 Months 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
3 Months 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
3 Months 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.
3 Months Ago
Added spatially aware environment volume convar back after merge
3 Months Ago
Added jungle biome to ore node spawn filter
3 Months 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
3 Months Ago
Merge from main
3 Months Ago
merge from main
3 Months Ago
Updated jungle water treatment tank culling distance Enable ziggurat name on map Updated ziggurat HLOD
3 Months Ago
allowing piper nigrum prefabs to cull at 300m
3 Months Ago
jungle_ruins_e more set dressing, replaced rad water puddle by earth pit
3 Months Ago
Merge from jungle_update
3 Months Ago
Safety check in UpdateProgress