120,534 Commits over 4,018 Days - 1.25cph!
Setup obsidian knife for weapon racks.
tidied up salvaged_bamboo_shelves folder and renamed to remove spaces
rebuilt manifest just incase
Salvaged Bamboo Shelves - Set up with model, textures, materials, gibs, prefabs and manifest
vine_visuals_line_up_fix -> jungle_update
Greatly reduce the vine point moving strengh. Should fix issues with the visuals not matching mountable position
vine_visuals_render_fix -> jungle_update
Possible fix for vines not rendering until within interact range
fixed gloves clipping with clothing
made vine descend anims for 1st/3rd person and edited dismount viewmodel holdtime to 0.5 in VineSwingMountable.prefab
merge from cocoknight_armour gloves conditionals
fixed missing hands on cocoknight gloves
MacOS Test: Added back support for a single spatially aware env volume for forward rendered objects
renamed cocoknight arms to gloves, changed occupation so they swap out other gloves, - currently they have no hands so that needs fixing
Added conditional mesh component to arms armor
Try to orient the starting trail towards the player
bug fixes for 3p player rope climbing anims appearing stretched
merge from wood armour gloves
Fixed an issue with exporting default normal maps from the rust workshop
turned srgb off cocoknight ao
Fixed a potential scale issue
merge from cocoknight branch
added floor half shelves and shallow wall shelf prefab placeholders
Hunter vision boost baseline
Animals leave a trail behind them that players can see when the buff is active
Merge from deferred_indirect_lighting_occlusion_fix
Fixed Snake Venom worldmodel collider
merge from jungle_update - inital DLC item
Bump all dart velocities after feedback I nerfed them too hard
merge from jungle_dlc (items still WIP)
Adjust vine tree grid distance 35 -> 30
Dithering 12 -> 12
Aiming for more long chains of vines
Flattened out arrival angle of mountable
Only apply the disableLerps option on the viewmodel when transitioning between ironsight states, still allow animation when fully not aiming or fully aiming
Instead of shooting the vine to make it swing back, can now shoot the tree where the vine is currently resting
vine_3d_renderer -> jungle_update
(3rd time lucky)
vine_3d_renderer -> jungle_update
vine_3d_renderer -> jungle_update
Massive performance boost: Reduce vine ms usage by 50%.
Only run coroutine spring lerps on use, snap to position on init>
Additionally: Only run spring lerps if end point or hang point are different to what they should be