128,903 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                better_3p_vines -> jungle_update
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                better_3p_vines -> jungle_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed vine trees spawning too close to roads, rails and rivers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed some rock formations not spawning in jungle biome
 
                
                
                
                
                
             
         
        
            
            
            
                
                Vine now hangs lower than hands and trails behind a little
Refactor lower/raise vine point so the mountable is in control.
Simplify set length
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reimplement loadout stripbehavior with bools
- only clear wearables for NVG outfit
- only clear wearables for outbreak outfit (don't clear belt, only add item)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed ancient bug in DensitySpawnPopulation that led to much more respawn attempts being required when filling the populations (similar to what changeset 
118962 did for character spawns)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added jungle ore populations (needs balancing)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reserialize loadouts with their new fields
 
                
                
                
                
                
             
         
        
            
            
            
                
                Switch loadouts from an enum to control what contains are stripped to a separate bool per container
- allows to to control what items are replaced vs added additively
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove ai.move and world.cache from Procedural Map editor startup parameters as it's a pain for testing world gen
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add jungle loadout to SpawnHandler
- for jungle only for now because Unity doesn't want to serialize Dictionary<Biome,Loadout>
Give out jungle outfit to scientists that spawn in the jungle biome 
- handle in base level SpawnGroup
- covers junkpiles and monuments, manually spawned scientists don't follow this
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                More compile fixes (improper codegen)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix editor ifdef compile errors
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                3p vine better matches up with hand position.
hanging vine is slightly longer (preparing for having a little bit of vine below you when swinging)
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Fixed vines using excess length even in motion
- Base length of mountable state instead of estimated distance calculations
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Potential fix for tigers sliding while sleeping (potentially introduced when we added playback delay to cover client pos interpolation)
- Simplify roles between root motion component and anim component
- All anim requests now go through anim component, which makes debugging easier
- Root motion component is now again server only, which makes it easier to reason about
 
                
                
                
                
                
             
         
        
            
            
            
                
                vine_integration -> jungle_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Laser detector facelift.
SSS improvements.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refactor reposition logic to determine target position before disappearing.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Stay visually alert briefly if attacked form out of range
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Setup a small line of max length vine swings in the test scene
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from softcore_update/tc_antigrief_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from softcore_update/deployable_corpse/open_interaction_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added spatial environment volume transition support to transparent objects
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optimized kapok branch / added vines on the sides that can be used as ladders
More branch variants
 
                
                
                
                
                
             
         
        
            
            
            
                
                Half wall and low wall additional LOS check pos
 
                
                
                
                
                
             
         
        
            
            
            
                
                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