117,518 Commits over 3,987 Days - 1.23cph!
cookingv2 -> crafting_update
Send Network Update on gene change
Added gene modifier to chicken pie
Added better genes modifier, giving a chance to get better genes when planting a seed
fix cirrus fog, try to improve weather transition lerping
merge from item_ownership -> crafting_update
- Fix BeeSwarmAi disable convar
- Ensure Bee Swarms can get to sleeping players
Apply D3D11 hack to fix IndirectDrawIndexedArgs.startInstance to Metal and OpenGL as well. Actually, the hack is now enabled for all renderers except Vulkan.
bee grenade viewmodel
- anim updates
- improved transition in animator
- tweaked model position in viewmodel prefab
merge from crafting_update
Update ownership phrase of corpses
wip tiger attack ledge anim editing so it works on low ledges as well as higher ones
Update metal detector phrase
Added collectible double yield modifier, giving a small chance to get double loot when picking up a collectible
Enabled on pumpkin pie for now
merge from main -> item_ownership
merge from fix_runtime_profiling_container_url -> main
Fix runtime profiler not running when using the new upload container convars
- required the SAS token convar to be set even if it was using the container upload method
Merge: from main
Tests: none, no conflicts
Reduced normal intensity of mossy wood floor. Added WIP bespoke bamboo stairs to ziggurat. Committing missing mauritia meta. Replaced missing prefab links from zigg scene.
tool for checking trigger exclude layers for TriggerBase across assets
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Stop current anim on client when entity is recycled
Add convar to control if item ownership is shown on client
- `show_item_ownership`
merge from coarse_grid_bounds_fix
pad CoarseQueryGrid bounds to handle offshore monuments properly
- world size is not inclusive of these, just terrain
Fix client server compile errors
Fix potential animation invalid state (animation stopped, but still playing)
Fix tiger potentially getting stuck out of navmesh
Merge: from parallel_validatemove
* Modifies Full Server Demo recording to grab more data + timestamps per packet
* Adds editor-only "DemoServer" server backend that we can use in editor to play back full server demos. Switch editor to ServerMode and put path in GameSetup object
* New server-side batch-update of players routine - disabled by default as it's not validated yet. Controlled by `server.UsePlayerUpdateJobs`
* Added GamePhysics batch versions of OverlapCapsule and OverlapSphere
* Couple unit tests to check Water's batch queries against non-batched versions
Tests: A lot of server demos recorded and played back in the editor doing core activities (looting, harvesting, interacting). Made sure standalone server and client builds locally.
Merge: from main
Tests: none, no conflicts
mauritia flexuosa - rest of the models and prefabs
merge from ioentity_optims2
honeycomb world model
Meshlod, materials and textures
updated existing honeycomb prefabs accordingly
Smooth out initial tiger rotation when preparing to leap
RF broadcaster and receiver flag networking
merge from jungle_foliage