193,189 Commits over 4,049 Days - 1.99cph!
Add a failsafe if a Snake is unable to reposition 3 times in a row.
3d_renderer_uv_fix -> jungle_update
Map v based on distance instead of point index. Results in consistent texture scaling instead of stretching.
Delete out of data weapon rack saves
Submitting coco armour 3rd person arms fbx update
Clean up no longer used instancing code, add grass instancing convar to enable instancing, fix incorrect placement IDs, add small bias to cell box/plane check to avoid false/edge case negatives
exported wip vine descend animations
Updating coco armour viewmodel skinning
vine_animation_Setup -> jungle_update
Fix broken blend tree name
Container corpse creator tool now assigns the correct protection and runs SetSlotsCount
Added more fidelity to rear back stairs. Removed flickering cracks decal. Ran S2P.
Fixing clipping on wood armour gloves viewmodel
Remove lether gloves sewing kit crafting cost
blow pipe inital crafting pass
boomerang inital crafting pass
Gloves wood armor, crafting and protection pass
Updated inventory sound definitions.
converted nuclear missile silo rooms
- integrate each biome fog separately rather than lerping between color/densities, biome fog density just drops off with biome weight
- fog color alpha lerps to atmosphere color
military tunnels segments
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Fixed descend option not working
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Adjusted Cocoknight head and torso worldmodel colliders
Improved vine positioning on branches
Fixed incorrect animator parameter name
Vine branches now use tree LOD settings rather than mesh LOD settings (so they should cull when a tree gets billboarded)
Better landing position when arriving at the vine destination
Possible LODComponent.GetDistance NRE fix
Cocoknight armor gloves texture update