192,356 Commits over 4,049 Days - 1.98cph!
merge from softcore_update/tc_antigrief_fix
merge from softcore_update/deployable_corpse/open_interaction_fix
Added spatial environment volume transition support to transparent objects
Optimized kapok branch / added vines on the sides that can be used as ladders
More branch variants
Half wall and low wall additional LOS check pos
Don't allow placement on single racks
Reexported the vine view model to get rid of unneeded geometry
offset for wall corners zfight
Bugfix: ServerDemoPlayer - skip trying to spawn invalid prefabs from the server demo stream
Tests: played back server demo
Better client replication of start and end points.
Ensures client is better at esimating progress - think we will just use protobufs instead though
Update: make ServerDemoPlayer complient with recent Protobuf changes
Tests: played back a staging server demo
LOS check position fixes
Added new check pos for walls
added splatmap writing to the end of the grid-based erosion, re-used approach from old particle-based solution but with re-tuned values
- also rebalanced values again
smoothed out an erosion line in canyon A
removed shadow proxies on the default building block tiers, shadow casting reverted back to renderers
Merge: from main
Tests: none, no conflicts
Big Cat Meat and Crocodile Meat Game Manifest Build
Setup Raw, Cooked and Spoiled Big Cat Meat
Added Big Cat Meat Model, Textures, Materials and LODS
Prevent animals from eating their corpses from members of their species
It happens in nature in a lot of cases, but it looks weird in the context of the game
set dressing push on the remainder of the jungle ruins, s2p
Buff loot of tiger and panther to bear quantities, as they are harder to kill than a bear so it'd be underwhelming if they drop the same as wolves
Make croc drop croc meat instead of placeholder bear meat
Viewmodel anim update and adding requested animation
Merge from jungle_update (croc dive bug fix)
Fix croc ping-ponging between dive and flee if player is near but unreachable (eg on boat, on solid foundation, noclipping...)
The cause was that is was sampling depth from the surface to the waterbed, instead of depth from the surface to the target
Finish, keep and disable the vine viewmodel connection point stuff for now
Setup Raw, Cooked and Spoiled Crocodile Meat
Added Crocodile Meat Model, Textures, Materials and LODS
Initial implementation of vine viewmodel connection points
Optim: Dont continue to run update client line function if we shouldnt show the vine
Line of sight checks on the client
Merge: from loading_entity_leak
- Fix zombie ProtoBuf.Entity objects never being returned to the pool after loading a game save
Tests: loaded craggy save, editor default procgen save and staging server save
Bugfix: don't leak ProtoBuf.Entity during loading of a save
Loading a 4.3k staging server save drops ~129k objects (almost all get spilled, but that's okay after a load)
Tests: loaded craggy save, loaded default editor procgen save and stagign server procgen save
initial jungle dlc gesture unity setup, also fixed missing slot in gesture collection
Added spatial environment volume transitions for opaque objects
Put foliage cell collect and command buffer creation in job, split render update across update and late update, add submesh command values to master mesh struct
Animation update to remove boomerang clipping with the larger gloves
Fixed AmbientLightLOD.ChangeLOD skipping an update if only targetIntensity changed, not the distance (problematic if triggered by LightGroupAtTime)
Conveyor performance optimization:
- Indicator light activity cull distance changed from 20 to 10.
- Changed EntityFlag_Toggle to just Play/Pause instead of toggling the entire game objects on and off.
Merge from env_volume_performance_testing
Snake LOD distance improvements
Fixed an issue with the Deferred Indirect Lighting pass that was causing smearing when using Vulkan
Refactor/cleanup test code, move it down from SnakeHazard to WildlifeHazard.
Add IsCorpse flag. Stop all client-side updates after turning into a corpse.
Correctly show as dead visually if dead when entering network range.