120,569 Commits over 4,018 Days - 1.25cph!
Added ability for ladders to require jump to mount
Enabled on the bottom ladder volume of the vine swinging tree, meaning players will need to jump to start climbing the vine tree but the upper portion of the tree will still behave like a normal ladder
Adjust prevent building volume around vine trees to be smaller at the bottom, same size at the top
Allows more building around the trees, and has enough clearance for a high external gate
Cherrypick from CS
118901 (manifest don't generate loot tables)
merge from outbreak_scientist -> jungle_update
merge from fix_tree_tool_init -> main
Commented out [InitializeOnLoad] for TreeToolRenderer but it still shows in scene after restart, guess it's not needed?
Fixed trees not respawning
Added debug.respawnvinetreesinradius
Fix vine viewmodels appearing for all players in network range when someone swings on a vine
Bunch of WIP to support transitioning the snake entity to being a resource dispenser on death without using a separate corpse, so that we can keep the nicer death anim as a corpse visual and eliminate some ragdoll issues too.
Fixed NRE on server startup when loading a player mounted to a saddle that belonged to an invalid mountable (horse prefab name was changed)
Kapok tree stump polish / improved ao on kapok trees
Ceiling light facelift.
_nobracket variant of the model, so that it doesn't look bolted to mid-air.
Volumetrics vs refraction interference fix.
Kapok tree / fixed vertex color
Updated swinging vine view model with more geometry
Added leaf flutter to the vine
Remove some unused variables
Actually make the debug text visible
merge from fix_manifest_generate_loot -> main
Fix metal detector sources not spawning in the jungle
damageScale, distanceScale and projectileScale set to 1.
Adjusted dart velocities.
Lerp the slack instead: way nicer result
Nuke the length calculation from the Protobuf as well
Merge from protobuf_fixes (exception trobleshooting)
Log the full exception in WorldSerialization.Save+Load
Ensure all assets are written to disk after `Update Loot Tables` is ran
- Don't take progress via RPC try and calculate it instead
- Adjust length parameters to adjust as the player swings
Prevent generating manifest from generating new loot tables
- only runs manually via `Tools/Update Loot Tables`
Hookup anim in holdtype so third person fire anim triggers
Some radiation dart changes:
Capped to 3 applications, 10 radiation each.
Effect is now reduced by radiation protection.
Updated wood armour gloves materials, textures, and viewmodel and viewmodel prefab
Simplelight facelift. (Also the glass no longer magically glows in the dark like it's radioactive, sorry!)
Battery FX fix.
Baked LOD3s for piper nigrum. Rehooked up disconnected LOD states.
Jungle ground plants building displacement
merge from tunacanlamp_preventbuilding_fix
Merge from protobuf_fixes
Fix RPC error in SetInheritedVelocity
Fixed tuna can lamp blocking placement through walls, its prevent building volume was quite large
Also fixed its bounds that were completely off, causing issues with LOS checks and error messages
viewmodel - Edited end of reload to finish in ADS idle pose (to stop it freaking out if r/click is held prior to it finishing)
Cleaned up, meshes, WM and icon updates
Missed a commit - darkened piper nigrum albedo layer slightly.
Tapered corner pieces of piper nigrum. Added final translucency.
Fixed misaligned interior pillars inside Zigg on LOD1 and LOD2.
Merge: from ioentity_slacklevels_pooling
- Fixes IO entity spilling List<float> on save
Tests: build a couple water tanks and checked pool.print_memory
Bugfix: use pooled List<float> during IOEntity's slacklevels saving
Avoids inflating List<float> in the pool, and eventually spilling them, leading to GC pressure.
Tests: on craggy build a couple water tanks - checked that "List`1[System.Single" pooled active objects doesn't go negative
Updated Conditional Meshes
Removed all animation from the electric furnace lighting, because it's not a flickering fire.