128,952 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Refactor some checks to use IsInCreativeMode instead of manually checking for all users or flag.
Clamp radius command distance.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Adding test piper nigrum files due to working in office this week (WIP - will clean up once finished)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                drawcolliders now works in demos
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cleanup pass on all dart projectiles, removing disabled wooden model and centering correctly.
 
                
                
                
                
                
             
         
        
            
            
            
                
                zigg scene backup, relinked props to prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed layer on IBC prefab, condensed the ibc_a prefab into a single object
 
                
                
                
                
                
             
         
        
            
            
            
                
                desal tank - resized some textures (AO, LOD)
fixed prefab layer, loding distances
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked water treatment tank prop material settings
Deleted greybox
Created a mesh lod prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▋▇▍█ ▊▇▋▍▌▉ ▊▄▅ ▊▅ ▉▊▅▄▄▆▅▉▋██ ▋▇▋▌ ▇▌▋▉▍█▆▄▌ ▇▇ ▉▌▋▇▅▋▇▌▇ ▆▌█▄▉▉▌▆ ▍▅▉▇▆▍ ▅▌▆▉ ▋▋▇▉ ▇▋▋ ▋▆▌█▇▊▇ ▉▇▉▉▇▋▍█ (▊▄▄ ▊▋▍▆▍▉█ ▌▅▊▅▍▋ █▋▆▌▆▄▋▊▉▅▌, ▌▇▊██▉ ▇▅▇▉▋▍ ▌▉▇)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Add normals and tangents to binned vert data, restructure foliage vertex shader to handle wind, fading and displacement with instancing (also might have improved edge masking), add optional vertex data macros to make passing data easier and reducing redundant calculations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from workshop_scene_qol
 
                
                
                
                
                
             
         
        
            
            
            
                
                Delete WorkshopMeshExporter class, this will be handled manually by artists going forwards
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed viewmodel hands appearing red in workshop scene, will now match the spawned player preview (and is updated when the preview is randomised)
Removed all SendMessage and BroadcastMessage usage in the workshop preview system, now uses new interface methods for better future proofing
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Material optimizations.
Moved Code lock light bulbs from a mesh to a fresnel opacity'd quad, to fix distance flickering when not using temporal AA.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed logic that was deleting LODS in workshop editor
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from fluid_io_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Damage effects.
Added low/high power FX differences.
Final polish.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed editor warnings when inspecting IO entities due to accessibility settings not being loaded in edit mode
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add server.useLegacySprinklerLoadProcess, can be set to true to revert to the old sprinkler load process in case the new process has issues
 
                
                
                
                
                
             
         
        
            
            
            
                
                When reloading a save don't reset the IsOn state for sprinklers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed UpdateWorldmodelOutlines context button option on WorldModelOutline, looks like it was used at one point to upgrade all world models in the project and is no longer needed
Exposed the Setup context option as a button as it seems to work fine and could save a few clicks when setting up world model outlines
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from midi_macos_rebuild
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Updated Textures and Materials
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Have croc always use max speed if it's charging in water, as it doesn't get tired easily like on land
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduce volume of croc swimming fast
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Tiger will only flee if aimed at precisely, incentivizing trying to spot the tiger after a growl instead of just aiming in general direction then forgetting about it
- Tiger will not flee if aimed at with a melee weapon other than the spear
- Tiger will only flee if aimed at from a long distance, else it'll just commit to a charge, incentivizing walking away first if tiger is too close
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable client predicted catching for now
 
                
                
                
                
                
             
         
        
            
            
            
                
                Way more accurate landing point logic
 
                
                
                
                
                
             
         
        
            
            
            
                
                Client predict catch logic
 
                
                
                
                
                
             
         
        
            
            
            
                
                atmosphere experimentation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prevent crocs from swimming in too shallow water / alternating too fast between swimming and not swimming
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjust croc population to account for the fact they can only spawn in select places
Slightly reduce tiger population
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix sleeping bag corpses spawning their own corpse so they could never truely be destroyed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Create sleeping bag corpse as a variant of the normal sleeping bag prefab
- keeps all respawn prefab setup identical
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix corpse not being spawned from `ent kill` after refactor
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Reassign all the corpse references since the field name was changed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refactor / rewrite so that corpses are dropped from `BaseCombatEntity` instead of `StorageEntity`
- rename methods like `DropCorpse()` -> `DropDeployableCorpse()`
- keep it seperate from normal animal & player corpse code
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add support for sleeping bags corpses to be destroyed after a player spawns on them
 
                
                
                
                
                
             
         
        
            
            
            
                
                More realistic boomerang rotation! What boomerang only rotates on one axis anyway?
 
                
                
                
                
                
             
         
        
            
            
            
                
                Half boomerang outwards travel distance