120,688 Commits over 4,018 Days - 1.25cph!
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
Throw vine moveables time through smooth step easing. Emulates acceleration and slowdown
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)
Added jungle ore populations (needs balancing)
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)
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