192,356 Commits over 4,049 Days - 1.98cph!

10 Days Ago
merge from softcore_update/tc_antigrief_fix
10 Days Ago
merge from softcore_update/deployable_corpse/open_interaction_fix
10 Days Ago
Added spatial environment volume transition support to transparent objects
10 Days Ago
Optimized kapok branch / added vines on the sides that can be used as ladders More branch variants
10 Days Ago
Half wall and low wall additional LOS check pos
10 Days Ago
Don't allow placement on single racks
10 Days Ago
Reexported the vine view model to get rid of unneeded geometry
10 Days Ago
Broken: WIP
10 Days Ago
offset for wall corners zfight
10 Days Ago
Bugfix: ServerDemoPlayer - skip trying to spawn invalid prefabs from the server demo stream Tests: played back server demo
10 Days Ago
Better client replication of start and end points. Ensures client is better at esimating progress - think we will just use protobufs instead though
10 Days Ago
Update: make ServerDemoPlayer complient with recent Protobuf changes Tests: played back a staging server demo
10 Days Ago
LOS check position fixes Added new check pos for walls
10 Days Ago
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
10 Days Ago
smoothed out an erosion line in canyon A
10 Days Ago
removed shadow proxies on the default building block tiers, shadow casting reverted back to renderers
10 Days Ago
Merge: from main Tests: none, no conflicts
10 Days Ago
Big Cat Meat and Crocodile Meat Game Manifest Build
10 Days Ago
Setup Raw, Cooked and Spoiled Big Cat Meat Added Big Cat Meat Model, Textures, Materials and LODS
10 Days Ago
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
10 Days Ago
set dressing push on the remainder of the jungle ruins, s2p
10 Days Ago
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
10 Days Ago
Make croc drop croc meat instead of placeholder bear meat
10 Days Ago
Viewmodel anim update and adding requested animation
10 Days Ago
Merge from jungle_update (croc dive bug fix)
10 Days Ago
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
10 Days Ago
Finish, keep and disable the vine viewmodel connection point stuff for now
10 Days Ago
Setup Raw, Cooked and Spoiled Crocodile Meat Added Crocodile Meat Model, Textures, Materials and LODS
10 Days Ago
wip
10 Days Ago
Initial implementation of vine viewmodel connection points Optim: Dont continue to run update client line function if we shouldnt show the vine
10 Days Ago
Line of sight checks on the client
10 Days Ago
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
10 Days Ago
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
10 Days Ago
initial jungle dlc gesture unity setup, also fixed missing slot in gesture collection
10 Days Ago
Added spatial environment volume transitions for opaque objects
10 Days Ago
Merge from jungle_update
10 Days Ago
Merge from snakes
10 Days Ago
Merge from jungle_update
10 Days Ago
Merge from no_corpse
10 Days Ago
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
10 Days Ago
Animation update to remove boomerang clipping with the larger gloves
10 Days Ago
Compile fix
10 Days Ago
Corpse removal timer
10 Days Ago
Fixed AmbientLightLOD.ChangeLOD skipping an update if only targetIntensity changed, not the distance (problematic if triggered by LightGroupAtTime)
10 Days Ago
Merge from main
10 Days Ago
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.
10 Days Ago
Merge from env_volume_performance_testing
10 Days Ago
Snake LOD distance improvements
10 Days Ago
Fixed an issue with the Deferred Indirect Lighting pass that was causing smearing when using Vulkan
10 Days Ago
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.