120,505 Commits over 4,018 Days - 1.25cph!
adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)
Cancel 3p animation if hits the ground
Assigned correct texture reference to cocoknight arms material
Merge: from main
Tests: none, no conflicts
Update: Made GamePhysics.CheckCapsules and related consistent with CheckCapsule around sphere queries
- Added a defaulted param(true) that controls whether we should scan for sphere-like capsule queries or not
- Added a couple comments to clarify things
This adds ~1ms on 10k player perf test scenario, but should silence Unity's warnings
Tests: unit tests + staging demo playback
Reassigned Material and texttures
Improve Boomerang hit detection.
Fix movement code taking excess velocity from the server projectile movement.
Can now turn on/off server projectile movement code (boomerang only uses server projectile for its initial thrown section, client predicted on curving)
enabled r/w on ziggurat gate colliders
some tweaking of the jungle_ruins_e alpha map
Dont fly to a player thats ran too far from the starting position
Aim slightly higher up than the feet
re-balanced erosion splat values to be less intense, included oceanside and lakeside to ignore mask to avoid wiping out beaches with stones
Client predicted returning to player
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Corrected environment volume bounds calculation to prevent culling issues
Quicker return speed (again)
updated snake idle and created test escape anim
Restored playground terrain
merge from maxauth_clear_fix
'ent auth' command works with tugboat
merge from containercorpse_slots_fix
Fixed container corpses incorrect inventory slots count
enabled spatially aware environment volumes in Ziggurat
more splats painting polish for jungle ruins - eliminating grass as it doesn't belong in jungle monument perimeter
fixed some lootspawn juxtaposition
Respect ai.ignoreplayers and ai.addignoreplayer for attacks
Apply Impostor safety checks
Possible fix for floating players after vine tree is destroyed
Update X marker data for vine tree, much more accurate now thanks to new colliders
Added a small player movement bump to the bottom of the vine tree, prevents some noclip violations
Adjusted the collider of the stump to prevent players being stuck in them
Stop descending before hitting a vehicle