121,515 Commits over 4,048 Days - 1.25cph!
Updating coconut armour viewmodel skinning
Changed branch physics surface to wood
Bunch of cleanup/refactor after changes.
fixed a bunch of spots where environment volumes were too small in caves
fixed some cave segments close to the exits being 'no sunlight'
S2P
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Fixed the deploy effect being an enabled effect from a completely different furnace (wtf, goes way back)
Deleted an unused effect file.
renaming of files for dlc gesture
jungle ruins s2p to refresh collider changes
Merge from jungle_update (fix animals sliding and a NRE)
Fix typo in RPC name that prevented it from working, causing animations to never be cancelled
Fix being able to kite croc around foundation
Fix NRE in tiger and croc corpse dragging
Set correct material collider to fix impact sounds.
merge from laserdetector_ai
Laser detector now detects horses (and anything on the AI layer)
merge from lootdestroy_corpse_fix
Bypass storage container loot destruction if about to spawn a corpse
Fixes vending machine only dropping 25% of their loot in softcore
Third pass on jungle ruins COL meshes after review. Fixed transforms on stone pile COL. Hooked up missing COL mesh links.
Can place wallpaper on blocks already having wallpaper for easy reskinning (if the selected skin is different)
Merge: from parallel_validatemove
- Removes PlayerCache.ValidPlayers allocs
Tests: took a snapshot on Craggy in editor
Optim: PlayerCache.ValidPlayers no longer allocates garbage
Tests: took snapshot on Craggy in editor to confirm
Merge: from main
Tests: none, no conflicts
Merge from jungle_update (compile error fix)
Merge: from profiling_improvements
- Reduces overhead of serializing to/from ProtoBuf by not tracking BufferStream calls
Tests: snapshot on Craggy in editor
Update: further filtering of methods
- Dropping BaseEntity.Is* methods that are just HasFlag wrappers
- Dropping new Rust.Data BufferStream and RangeHandle
Should reduce overhead on serialization
Tests: snapshot on Craggy in editor
Merge: from main
Tests: none, no conflicts
Merge from workshop_normal_and_compression_fix
scene to prefab all (to refresh tunnel entrances for env volumes)
Restore changes to BaseProjectile lost in merge
Added a tip for how to climb trees
merge from spatially aware branch - underground train tunnels and caves content converted
Experimental vine chaining
Hold E while swinging on a vine to automatically grab onto the first available vine at the destination branch
Can only chain to destination vines that are within 90 degrees of your direction, so you can't loop back and forwards
Can be disabled with VineMountable.allowChaining convar (defaults to true)
Another fix for serialisation layout