121,138 Commits over 4,018 Days - 1.26cph!
Add convars to keep backpack when wounded / dying
- keep backpack equipped when dying in softcore so it works as expected with reclaim
Fix "ReclaimPercent" doing the opposite of what you think where 0% = keep and 100% = none
- change the convar for reclaimWear percent to reflect this
If the backpack is going to be kept on the player to be reclaimed, drop the contents of the backpack on the ground that aren't going to be kept
Fix backpack not fitting into the reclaim inventory due to volume restriction
Reclaim items automatically when you respawn instead of needing to run back to corpse
"Rewrite" reclaim manager so it only has a single reclaim per player
- timer refreshed every time you die but it should give out every item when you respawn anyways
- also remove storage of killer name since that was used for reclaim backpack naming
Remove reclaim backpack code & prefab since it's not used anymore
Reclaims still expire after 2 hours (convar)
Put items back into respective inventories (main, wear, hotbar, backpack)
- put backpack contents into main inventory if you don't respawn with a backpack due to reclaim
Add new inventories to protobuf & run codegen
Updated crocodile, panther and tiger prefab info with avatar icons
Avatar icons for tiger, panther, crocodile and snake
Make vine swinging trees immortal
Still broken looking but slightly less broken looking vine visual
Change `AddFractionOfContainer()` method to keep 50% of the amount of items instead of 50% of stacks
- 1000 stone + 1000 wood -> 500 stone + 500 wood instead of only choosing one of the stacks
- use RNG to determine initial rounding of stackable items then use remainder to consistantly determine the rest of the rounding behavior
Merge from upload_icons_range
Added eyelid skin weights to heads that didn't have any
Playground.player scene updates
subsurface, more shader params, and experimenting with reflective glow
Remove reclaim toast prompted when you respawn
Remove reclaim terminal from outpost and bandit camp
- S2P both monuments
Subject to change: run commandline arguments again in Bootstrap after loading config to overrule anything defined in both
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Disable texture streaming for ground_plants
Finalised texture streaming changes, removed complicated switching logic, added ground_plants atlas to exclude list
Set owner id of spawned vehicles and hot air balloons
Set ownerid of siege tower draw bridges
Set owner id of siege weapon spawned by constructable entities
removed old temp hatchet mesh from .entity prefab
eye shader beginnings (parallax iris and two layer specular)
merge from high_walls_skins
Tweaked adobe gate door controller sockets again
merge from high_walls_skins
Restored adobe gate animation events - fixes missing opening and closing sounds
merge from cinematic_export_pipes -> main
Subtract
79093, caused shoreVectors to be generated twice, which slowed down playing in editor
Add editor tool to export selected industrial pipes as a prefab
Plugged AO into Spinning Wheel materials
Boomerang world model rexport
Use mesh scale when drawing simple building block highlights - fixes adobe high wall and gates barbed wire scale issues
Slightly increased the frontier high wall bounds, to catch ladder deployed on the railway
- Ensure original boomerang item is cached by new thrown boomerang
- When boomerang hits something the boomerang item will be nuked
New system to keep the boomerang in your hotbar whilst its flying. Total buggy mess right now
merge from copy_paste_clientside_fixes -> main
Merge from env_volume_performance_testing
Fix copybuilding saying it required 1 argument instead of using the clipboard