126,639 Commits over 4,109 Days - 1.28cph!
- integrate each biome fog separately rather than lerping between color/densities, biome fog density just drops off with biome weight
- fog color alpha lerps to atmosphere color
military tunnels segments
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Fixed descend option not working
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Adjusted Cocoknight head and torso worldmodel colliders
Improved vine positioning on branches
Fixed incorrect animator parameter name
Vine branches now use tree LOD settings rather than mesh LOD settings (so they should cull when a tree gets billboarded)
Better landing position when arriving at the vine destination
Possible LODComponent.GetDistance NRE fix
Cocoknight armor gloves texture update
Allow tiny monuments to spawn within Jungle biome
Fixed stacking shallow shelfs on terrain
Fixed stacking shelves on each other
Prevent Small box deployment (larger shelfs in future)
Prevent rotation before deployment on shelves (useless)
jungle_dlc -> jungle_update
converted rocket factory, portacabins, warehouse, arctic base modules, launch site grounds
Salvaged Bamboo Shelves - Added cinematic textures and materials
reverted a sewer exit env volume override in compound scene
converted env volumes of the excavator
fixed some zfighting on jungle_ruins_e structure
fixed some left over conditional corners zfight on triangle foundation block jungle skin (for good this time)
fixed some left over conditional corners zfight on triangle foundation block jungle skin
fixed a legacy rotation leftover on armored steps block
progress on froxel-based fog, supporting spatially varying fog setups across biomes, also includes global atmosphere scattering
jungle storage cineamtic textures and materials