128,919 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                smoothed out an erosion line in canyon A
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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