192,356 Commits over 4,049 Days - 1.98cph!
Merge from protobuf_fixes
Update protobuf codegen to fix WriteToStream writing invalid length delimiters
use clip offset for rivers/lakes like ocean
fix river interior caps, inflate bounds more
Fixed texture distortion at end of vine line renderer (set numCapVertices to 0)
Removed old rigged bone vine tests
Fixed vine tree stump respawning with players in range
NVG outfit stomped it's death icon again?
merge from outbreak_outfit -> jungle_update
Fixed missing sfx on vine tree
underwater mask overlap between river and ocean handled correctly
Applying
118767 to the correct spawn prefab (avoid river, lake, swamp, road, rail topology for player spawns)
TODO: Find out why we have spawn.v3 and spawn.procmap.v3
Darkened piper nigrum mat and enabled vert AO (was at 0) for better harmony with surrounding foliage
better_vine_movement -> jungle_update
Throw vine moveables time through smooth step easing. Emulates acceleration and slowdown
better_3p_vines -> jungle_update
Guard against clients without new functions for DButton
better_3p_vines -> jungle_update
Fixed vine trees spawning too close to roads, rails and rivers
Fixed some rock formations not spawning in jungle biome
Vine now hangs lower than hands and trails behind a little
Refactor lower/raise vine point so the mountable is in control.
Simplify set length
Reimplement loadout stripbehavior with bools
- only clear wearables for NVG outfit
- only clear wearables for outbreak outfit (don't clear belt, only add item)
Added jungle ore populations (needs balancing)
Fixed ancient bug in DensitySpawnPopulation that led to much more respawn attempts being required when filling the populations (similar to what changeset
118962 did for character spawns)
Reserialize loadouts with their new fields
Switch loadouts from an enum to control what contains are stripped to a separate bool per container
- allows to to control what items are replaced vs added additively
Remove ai.move and world.cache from Procedural Map editor startup parameters as it's a pain for testing world gen
Add jungle loadout to SpawnHandler
- for jungle only for now because Unity doesn't want to serialize Dictionary<Biome,Loadout>
Give out jungle outfit to scientists that spawn in the jungle biome
- handle in base level SpawnGroup
- covers junkpiles and monuments, manually spawned scientists don't follow this
Merge from jungle_update (fix npc sliding)
More compile fixes (improper codegen)
Fix editor ifdef compile errors
3p vine better matches up with hand position.
hanging vine is slightly longer (preparing for having a little bit of vine below you when swinging)
- Fixed vines using excess length even in motion
- Base length of mountable state instead of estimated distance calculations
Do not write variables at default value to config.cfg
- Potential fix for tigers sliding while sleeping (potentially introduced when we added playback delay to cover client pos interpolation)
- Simplify roles between root motion component and anim component
- All anim requests now go through anim component, which makes debugging easier
- Root motion component is now again server only, which makes it easier to reason about
Fix crash with NPCs doing scripted sequences
Remove test_entity_blocker concommand
No reason to have it
Do not output ASCII control characters for color_white
This is useful for exactly 1 person in the world
Handle BaseTexture2 for impact particles on displacements
vine_integration -> jungle_update
Laser detector facelift.
SSS improvements.
Refactor reposition logic to determine target position before disappearing.
Stay visually alert briefly if attacked form out of range
Setup a small line of max length vine swings in the test scene