193,207 Commits over 4,049 Days - 1.99cph!
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
Minor cleanups
Minor cleanups
Gracefully exit when encountering invalid SubRect materials
Crash with message, instead of crashing without a message
Allow tiny monuments to spawn within Jungle biome
Fixed stacking shallow shelfs on terrain
Fixed stacking shelves on each other
Prevent Small box deployment (larger shelfs in future)
Prevent rotation before deployment on shelves (useless)
Minor cleanups
Minor cleanups
Minor cleanups
Gracefully exit when encountering invalid SubRect materials
Crash with message, instead of crashing without a message
jungle_dlc -> jungle_update
converted rocket factory, portacabins, warehouse, arctic base modules, launch site grounds
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Try to fix VPC builds on Linux/OSX
Salvaged Bamboo Shelves - Added cinematic textures and materials
reverted a sewer exit env volume override in compound scene
converted env volumes of the excavator
fixed some zfighting on jungle_ruins_e structure
fixed some left over conditional corners zfight on triangle foundation block jungle skin (for good this time)
fixed some left over conditional corners zfight on triangle foundation block jungle skin
fixed a legacy rotation leftover on armored steps block
progress on froxel-based fog, supporting spatially varying fog setups across biomes, also includes global atmosphere scattering
jungle storage cineamtic textures and materials