141,613 Commits over 4,383 Days - 1.35cph!

1 Year 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.
1 Year Ago
Merge: from fix_treetoolrenderer - Brings back tree rendering on editor start with a scene with trees without triggering database refresh Tests: variosu editor open scenarios, various scene switching scenarios with domain reload
1 Year Ago
Update: TreeToolRenderer is now a static class instead of an EditorTool State survives domain reload (somehow). Tests: started editor on swamp_a, craggy, swamp_b - rendered okay. Triggered a couple domain reloads via code changes - still rendered with active scene + scene switching
1 Year Ago
Bugfix: bring back tree rendering on first scene opening - Defer tool initialization to first scene load to avoid triggering asset refresh in InitializeOnLoad Tests: closed and opened editor with various starting scenes. Switched scenes.
1 Year Ago
Added spatially aware environment volume convar back after merge
1 Year Ago
Added jungle biome to ore node spawn filter
1 Year Ago
Fixed SpawnHandler.CharacterSpawn.TopologyNot filter not working if cutoff is set to 0 (fixes spawning inside rivers) Added additional exact spawn filter check when picking player spawn position in case quadtree resolution doesn't suffice
1 Year Ago
Merge from main
1 Year Ago
merge from main
1 Year Ago
Updated jungle water treatment tank culling distance Enable ziggurat name on map Updated ziggurat HLOD
1 Year Ago
allowing piper nigrum prefabs to cull at 300m
1 Year Ago
jungle_ruins_e more set dressing, replaced rad water puddle by earth pit
1 Year Ago
Safety check in UpdateProgress
1 Year Ago
Some better initial rotation handling
1 Year Ago
Added new descend option when a vine is on it's home tree, drops the player to the ground safely
1 Year Ago
Merge from protobuf_fixes
1 Year Ago
Actually fix RPC error in CLIENT_PendingInvite (IDs are ulong, not ints)
1 Year Ago
Merge from main
1 Year Ago
Compile fixes
1 Year Ago
Merge from protobuf_fixes
1 Year Ago
Update protobuf code generator (should fix IndexOutOfRangeException when saving the generated procgen map)
1 Year Ago
Possible fixes for RPC errors in DoUpgradeEffect and GetPerformanceReport (likely mods using them with missing parameters)
1 Year Ago
Codegen
1 Year Ago
Merge from main
1 Year Ago
Fix RPC error in CeilingLight.ClientPhysPush (should also fix push direction/force due to explosions)
1 Year Ago
Fix RPC error in CLIENT_PendingInvite when clearing a pending team invite
1 Year Ago
Fix broken code in PhotoFrame.RecieveOverlayTexture RPC causing errors because it's trying to read the wrong data
1 Year Ago
Hide branches when a tree is chopped down
1 Year Ago
Compile fix
1 Year Ago
Double how low the vine swing travels to the ground (was -5m from the vine start point, now -10m)
1 Year Ago
Fixed time scale set to 2.7 by default in TimeManager
1 Year Ago
Play the vm release animation, delay the vm being holstered for 0.2s after dismounting
1 Year Ago
vine_integration -> jungle_update
1 Year Ago
Hanging vine point now points towards end desintation again
1 Year Ago
Fix 3p player animation speed set to 0
1 Year Ago
Show arrow for all possible destinations when looking at a vine
1 Year Ago
only overwrite death icon when a loadout has a death icon provided
1 Year Ago
Codegen
1 Year Ago
Fix NVG loadout for military tunnel scientists having it's death icon stomped in CS 110444
1 Year Ago
vine_integration -> jungle_update
1 Year Ago
New vine idle hang down position - Vine hang point support - Exposed more protected methods from fake physics rope - Rename and organisation of vine scripts
1 Year Ago
Added a new setting to Construction to define alternative LOS check positions when running building LOS checks Added a few pos to the foundation and floor prefabs, this fixes the constant 'Line of sight blocked' error messages when building Still very wip
1 Year Ago
Commit all reserialized prefabs from the manifest being generated (without loot tables!)
1 Year Ago
Update manifest
1 Year Ago
Added ability for ladders to require jump to mount Enabled on the bottom ladder volume of the vine swinging tree, meaning players will need to jump to start climbing the vine tree but the upper portion of the tree will still behave like a normal ladder
1 Year Ago
Adjust prevent building volume around vine trees to be smaller at the bottom, same size at the top Allows more building around the trees, and has enough clearance for a high external gate
1 Year Ago
Cherrypick from CS 118901 (manifest don't generate loot tables)
1 Year Ago
merge from outbreak_scientist -> jungle_update
1 Year Ago
merge from fix_tree_tool_init -> main
1 Year Ago
Commented out [InitializeOnLoad] for TreeToolRenderer but it still shows in scene after restart, guess it's not needed?