192,342 Commits over 4,049 Days - 1.98cph!
ziggurat scene - tweaked env volume terrain trigger space above terrain - S2P
jungle bamboo scaffolds now use LOD1 as starting LOD
Simplified the stencil buffers for the spatial environment volume shader passes, as they work differently now due to the volume transition changes
slight edit to tiger ledge attack anim
Possible fix for AnimationFlagHandler NRE
re exported tiger sleep idle and end anims so paws come through correctly
Realigned ladder collider on vine tree, possibly fixing rubber banding when climbing
Adding prevent movement volume to zigg gate prefab to fix kick
removed renderer batch scripts from bamboo scaffoldings - re-exported meshes, no other channels than vcol were used
progress on underwater effect scattering+extinction matching water surface, based on water body camera is currently within
works with river biome blends
still need to lerp parameter changes (like when going from river into ocean)
Fix demo recording by allowing Position to be set on NetRead/NetWrite
Merge from protobuf_fixes
Fix protobuf codegen generating invalid data for large protos (maps)
main -> vending_machine_fridge
Subtract vending_machine_fridge for now
118770
Subtract the correct one this time
Minor optimisations to SirenLight - replaced it's Update loop with an Invoke
Fixed BindSubsurfaceProfile MaterialPropertyBlock overwriting the property block of the renderer it modifies
Fixed players briefly sticking to tree if they were climbing while the tree was destroyed
Double vine swinging tree health
set up lake interior meshes + interior shader variant for lakes
More prefab setup for new mesh collider, X marker minigame mostly working (decal not rendering in a few spots)
main -> vendingmachine_stock_fix
Colliders for the kapok tree and the stump
Tweaked LOD setup on the Kapok trree to reduce pop in
Optimize the kapok tree further
Color corrected leaf atlas
Lowered the top prevent building radius on vine swinging trees, can still place high external gates but can now only do about 3 floors underneath them
jungle_update -> Boomerang
Change vending machine flags so they no longer conflict with io container
If a vine is disrupted by a collision and it is within 2m of it's origin point, revert the player to the starting position as it's likely they will not be able to safely dismount
Merge from protobuf_fixes
Update protobuf codegen to fix WriteToStream writing invalid length delimiters
use clip offset for rivers/lakes like ocean
fix river interior caps, inflate bounds more
Fixed texture distortion at end of vine line renderer (set numCapVertices to 0)
Removed old rigged bone vine tests
Fixed vine tree stump respawning with players in range
NVG outfit stomped it's death icon again?
merge from outbreak_outfit -> jungle_update
Fixed missing sfx on vine tree
underwater mask overlap between river and ocean handled correctly
Applying
118767 to the correct spawn prefab (avoid river, lake, swamp, road, rail topology for player spawns)
TODO: Find out why we have spawn.v3 and spawn.procmap.v3
Darkened piper nigrum mat and enabled vert AO (was at 0) for better harmony with surrounding foliage
better_vine_movement -> jungle_update