120,732 Commits over 4,018 Days - 1.25cph!
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!)
Added ability for ladders to require jump to mount
Enabled on the bottom ladder volume of the vine swinging tree, meaning players will need to jump to start climbing the vine tree but the upper portion of the tree will still behave like a normal ladder
Adjust prevent building volume around vine trees to be smaller at the bottom, same size at the top
Allows more building around the trees, and has enough clearance for a high external gate
Cherrypick from CS
118901 (manifest don't generate loot tables)
merge from outbreak_scientist -> jungle_update
merge from fix_tree_tool_init -> main
Commented out [InitializeOnLoad] for TreeToolRenderer but it still shows in scene after restart, guess it's not needed?
Fixed trees not respawning
Added debug.respawnvinetreesinradius
Fix vine viewmodels appearing for all players in network range when someone swings on a vine
Bunch of WIP to support transitioning the snake entity to being a resource dispenser on death without using a separate corpse, so that we can keep the nicer death anim as a corpse visual and eliminate some ragdoll issues too.
Fixed NRE on server startup when loading a player mounted to a saddle that belonged to an invalid mountable (horse prefab name was changed)
Kapok tree stump polish / improved ao on kapok trees
Ceiling light facelift.
_nobracket variant of the model, so that it doesn't look bolted to mid-air.
Volumetrics vs refraction interference fix.
Kapok tree / fixed vertex color
Updated swinging vine view model with more geometry
Added leaf flutter to the vine
Remove some unused variables
Actually make the debug text visible
merge from fix_manifest_generate_loot -> main
Fix metal detector sources not spawning in the jungle
damageScale, distanceScale and projectileScale set to 1.
Adjusted dart velocities.
Lerp the slack instead: way nicer result
Nuke the length calculation from the Protobuf as well
Merge from protobuf_fixes (exception trobleshooting)
Log the full exception in WorldSerialization.Save+Load
Ensure all assets are written to disk after `Update Loot Tables` is ran
- Don't take progress via RPC try and calculate it instead
- Adjust length parameters to adjust as the player swings
Prevent generating manifest from generating new loot tables
- only runs manually via `Tools/Update Loot Tables`
Hookup anim in holdtype so third person fire anim triggers
Some radiation dart changes:
Capped to 3 applications, 10 radiation each.
Effect is now reduced by radiation protection.
Updated wood armour gloves materials, textures, and viewmodel and viewmodel prefab
Simplelight facelift. (Also the glass no longer magically glows in the dark like it's radioactive, sorry!)
Battery FX fix.
Baked LOD3s for piper nigrum. Rehooked up disconnected LOD states.
Jungle ground plants building displacement
merge from tunacanlamp_preventbuilding_fix