128,903 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                jungle_ruins_e - raised terrain trigger volume higher above terrain
jungle ruins steel gate - made collision more accurate
S2P
 
                
                
                
                
                
             
         
        
            
            
            
                
                removed duplicated sound for obsidian bone knfie but duplicated effects from bone knife and now 1p sounds work
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from env_volume_performance_testing
 
                
                
                
                
                
             
         
        
            
            
            
                
                enabled r/w on jungle earth pit collision mesh
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                ziggurat scene - tweaked env volume terrain trigger space above terrain - S2P
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                jungle bamboo scaffolds now use LOD1 as starting LOD
 
                
                
                
                
                
             
         
        
            
            
            
                
                Simplified the stencil buffers for the spatial environment volume shader passes, as they work differently now due to the volume transition changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                slight edit to tiger ledge attack anim
 
                
                
                
                
                
             
         
        
            
            
            
                
                Possible fix for AnimationFlagHandler NRE
 
                
                
                
                
                
             
         
        
            
            
            
                
                re exported tiger sleep idle and end anims so paws come through correctly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Realigned ladder collider on vine tree, possibly fixing rubber banding when climbing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adding prevent movement volume to zigg gate prefab to fix kick
 
                
                
                
                
                
             
         
        
            
            
            
                
                removed renderer batch scripts from bamboo scaffoldings - re-exported meshes, no other channels than vcol were used
 
                
                
                
                
                
             
         
        
            
            
            
                
                progress on underwater effect scattering+extinction matching water surface, based on water body camera is currently within
works with river biome blends
still need to lerp parameter changes (like when going from river into ocean)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix demo recording by allowing Position to be set on NetRead/NetWrite
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from protobuf_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix protobuf codegen generating invalid data for large protos (maps)
 
                
                
                
                
                
             
         
        
            
            
            
                
                main -> vending_machine_fridge
 
                
                
                
                
                
             
         
        
            
            
            
                
                Subtract vending_machine_fridge for now 
118770 
                
                
                
                
                
             
         
        
            
            
            
                
                Subtract the correct one this time
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Minor optimisations to SirenLight - replaced it's Update loop with an Invoke
Fixed BindSubsurfaceProfile MaterialPropertyBlock overwriting the property block of the renderer it modifies
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed players briefly sticking to tree if they were climbing while the tree was destroyed
Double vine swinging tree health
 
                
                
                
                
                
             
         
        
            
            
            
                
                set up lake interior meshes + interior shader variant for lakes
 
                
                
                
                
                
             
         
        
            
            
            
                
                More prefab setup for new mesh collider, X marker minigame mostly working (decal not rendering in a few spots)
 
                
                
                
                
                
             
         
        
            
            
            
                
                main -> vendingmachine_stock_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Colliders for the kapok tree and the stump 
Tweaked LOD setup on the Kapok trree to reduce pop in 
Optimize the kapok tree further
Color corrected leaf atlas
 
                
                
                
                
                
             
         
        
            
            
            
                
                Lowered the top prevent building radius on vine swinging trees, can still place high external gates but can now only do about 3 floors underneath them
 
                
                
                
                
                
             
         
        
            
            
            
                
                jungle_update -> Boomerang
 
                
                
                
                
                
             
         
        
            
            
            
                
                Change vending machine flags so they no longer conflict with io container
 
                
                
                
                
                
             
         
        
            
            
            
                
                If a vine is disrupted by a collision and it is within 2m of it's origin point, revert the player to the starting position as it's likely they will not be able to safely dismount
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update protobuf codegen to fix WriteToStream writing invalid length delimiters
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from protobuf_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                use clip offset for rivers/lakes like ocean
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix river interior caps, inflate bounds more
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed texture distortion at end of vine line renderer (set numCapVertices to 0)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed old rigged bone vine tests
Fixed vine tree stump respawning with players in range
 
                
                
                
                
                
             
         
        
            
            
            
                
                NVG outfit stomped it's death icon again?
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from outbreak_outfit -> jungle_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed missing sfx on vine tree
 
                
                
                
                
                
             
         
        
            
            
            
                
                underwater mask overlap between river and ocean handled correctly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Applying 
118767 to the correct spawn prefab (avoid river, lake, swamp, road, rail topology for player spawns)
TODO: Find out why we have spawn.v3 and spawn.procmap.v3
 
                
                
                
                
                
             
         
        
            
            
            
                
                Darkened piper nigrum mat and enabled vert AO (was at 0) for better harmony with surrounding foliage
 
                
                
                
                
                
             
         
        
            
            
            
                
                better_vine_movement -> jungle_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Throw vine moveables time through smooth step easing. Emulates acceleration and slowdown