121,249 Commits over 4,018 Days - 1.26cph!
Added a set of medium sized hura crepitans trees / prefabs, meshes, colliders, textures, materials
outofstock_log_fix -> main
Remove is out of stock log
boomerang_rebalance -> jungle_update
Adjusted a bunch of values to be happier with the faster speed
vine_performance_improvements -> jungle_update
Reduced work queue vine cost to 0 ms unless vines are moving
First set of vine improvements: reduced budgeted vine loop ms by 35%
Call better api calls in vine to let the physics rope retain some additional performance improvements (only calling updates when values have actually changed)
Close down and organise the physics rope api
Jungle ak
- removed lods from mag drop fbx ( only renders lod0 )
- removed uneeded avatar from worldmodel fbx
- set up worldmodel prefab
Fix poison metabolism value not being serialized.
Makes the poison vital UI actually work.
Changed colliders in piper nigrum corner pieces to prevent player obstruction. Removed obsolate col meshes.
3p jungle ak updates
- added anims and animator
- set up mag drop effect
- updated attachment positions
Changed collision material type to rock for better sfx
fix water rendering issue on reduced render scale
Basic support for multipe upgrade paths for a SimpleUpgrade entity.
Test data: external wooden walls can now be upgraded to stone, adobe or ice walls via hammer upgrades.
Still missing some functionality/checks.
Nerf animal hearing in general, and croc hearing even more
First pass of proper schizolobium tree textures
rigged 3p jungle ak, initial entity setup
Initial groundwork for multiple upgrade items.
Fix corpse fixed update NRE
Fix croc thinking it's diving even though it's on land, big rewrite of all animal roam and flee eqs
wip simple upgrade reskinning
Doubled the throw and return speed
vine_fixes -> jungle_update
Some more sanity checks to ensure world raise end point is at the correct position when it needs to be
biome fog ambient comes from averaged atmospheric scattering, biome fog applies to billboard clouds and background sky more correctly
First pass view model camera animations for all explosives
Invoke a refresh on the visual vine a split second after the mountable arrives - should prevent inaccurate vine end points
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Cherrypicked
119958 (Fixed the alpha channel's blend settings for deferred mesh decal materials)
Fixed the alpha channel's blend settings for deferred mesh decal materials
jungle_update -> vine_capsule_render
boomerang_fixes-> jungle_update
Increased world model bounds sizing
boomerang_fixes -> jungle_update
Restore animation and holster changes
jungle_update -> boomerang_fixes