120,719 Commits over 4,018 Days - 1.25cph!
Merge: from fix_treetoolrenderer
- Brings back tree rendering on editor start with a scene with trees without triggering database refresh
Tests: variosu editor open scenarios, various scene switching scenarios with domain reload
Update: TreeToolRenderer is now a static class instead of an EditorTool
State survives domain reload (somehow).
Tests: started editor on swamp_a, craggy, swamp_b - rendered okay. Triggered a couple domain reloads via code changes - still rendered with active scene + scene switching
Bugfix: bring back tree rendering on first scene opening
- Defer tool initialization to first scene load to avoid triggering asset refresh in InitializeOnLoad
Tests: closed and opened editor with various starting scenes. Switched scenes.
Added spatially aware environment volume convar back after merge
Added jungle biome to ore node spawn filter
Fixed SpawnHandler.CharacterSpawn.TopologyNot filter not working if cutoff is set to 0 (fixes spawning inside rivers)
Added additional exact spawn filter check when picking player spawn position in case quadtree resolution doesn't suffice
Updated jungle water treatment tank culling distance
Enable ziggurat name on map
Updated ziggurat HLOD
allowing piper nigrum prefabs to cull at 300m
jungle_ruins_e more set dressing, replaced rad water puddle by earth pit
Safety check in UpdateProgress
Some better initial rotation handling
Added new descend option when a vine is on it's home tree, drops the player to the ground safely
Merge from protobuf_fixes
Actually fix RPC error in CLIENT_PendingInvite (IDs are ulong, not ints)
Merge from protobuf_fixes
Update protobuf code generator (should fix IndexOutOfRangeException when saving the generated procgen map)
Possible fixes for RPC errors in DoUpgradeEffect and GetPerformanceReport (likely mods using them with missing parameters)
Fix RPC error in CeilingLight.ClientPhysPush (should also fix push direction/force due to explosions)
Fix RPC error in CLIENT_PendingInvite when clearing a pending team invite
Fix broken code in PhotoFrame.RecieveOverlayTexture RPC causing errors because it's trying to read the wrong data
Hide branches when a tree is chopped down
Double how low the vine swing travels to the ground (was -5m from the vine start point, now -10m)
Fixed time scale set to 2.7 by default in TimeManager
Play the vm release animation, delay the vm being holstered for 0.2s after dismounting
vine_integration -> jungle_update
Hanging vine point now points towards end desintation again
Fix 3p player animation speed set to 0
Show arrow for all possible destinations when looking at a vine
only overwrite death icon when a loadout has a death icon provided
Fix NVG loadout for military tunnel scientists having it's death icon stomped in CS
110444
vine_integration -> jungle_update
New vine idle hang down position
- Vine hang point support
- Exposed more protected methods from fake physics rope
- Rename and organisation of vine scripts
Added a new setting to Construction to define alternative LOS check positions when running building LOS checks
Added a few pos to the foundation and floor prefabs, this fixes the constant 'Line of sight blocked' error messages when building
Still very wip
Commit all reserialized prefabs from the manifest being generated (without loot tables!)