reporust_rebootcancel

121,553 Commits over 4,048 Days - 1.25cph!

22 Days Ago
better_vine_movement -> jungle_update
22 Days Ago
Throw vine moveables time through smooth step easing. Emulates acceleration and slowdown
22 Days Ago
jungle_update -> aux3
22 Days Ago
better_3p_vines -> jungle_update
22 Days Ago
compile fix
22 Days Ago
jungle_update -> Aux3
22 Days Ago
better_3p_vines -> jungle_update
22 Days Ago
Fixed vine trees spawning too close to roads, rails and rivers
22 Days Ago
Fixed some rock formations not spawning in jungle biome
22 Days Ago
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
22 Days Ago
Reimplement loadout stripbehavior with bools - only clear wearables for NVG outfit - only clear wearables for outbreak outfit (don't clear belt, only add item)
22 Days Ago
Added jungle ore populations (needs balancing)
22 Days Ago
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)
22 Days Ago
Reserialize loadouts with their new fields
22 Days Ago
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
22 Days Ago
Remove ai.move and world.cache from Procedural Map editor startup parameters as it's a pain for testing world gen
22 Days Ago
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
22 Days Ago
shelf and storage tests
22 Days Ago
Merge from jungle_update (fix npc sliding)
22 Days Ago
More compile fixes (improper codegen)
22 Days Ago
Fix editor ifdef compile errors
22 Days Ago
Fix compile error
22 Days Ago
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)
22 Days Ago
- Fixed vines using excess length even in motion - Base length of mountable state instead of estimated distance calculations
22 Days Ago
- 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
22 Days Ago
vine_integration -> jungle_update
22 Days Ago
Laser detector facelift. SSS improvements.
22 Days Ago
Refactor reposition logic to determine target position before disappearing.
22 Days Ago
Merge from snakes
22 Days Ago
Stay visually alert briefly if attacked form out of range
22 Days Ago
Cherrypick 119021
22 Days Ago
Setup a small line of max length vine swings in the test scene
22 Days Ago
Merge from turn
22 Days Ago
Tweaks
22 Days Ago
merge from softcore_update/tc_antigrief_fix
22 Days Ago
merge from softcore_update/deployable_corpse/open_interaction_fix
22 Days Ago
Added spatial environment volume transition support to transparent objects
22 Days Ago
Optimized kapok branch / added vines on the sides that can be used as ladders More branch variants
22 Days Ago
Half wall and low wall additional LOS check pos
22 Days Ago
Don't allow placement on single racks
22 Days Ago
Reexported the vine view model to get rid of unneeded geometry
22 Days Ago
Broken: WIP
22 Days Ago
offset for wall corners zfight
22 Days Ago
Bugfix: ServerDemoPlayer - skip trying to spawn invalid prefabs from the server demo stream Tests: played back server demo
22 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
22 Days Ago
Update: make ServerDemoPlayer complient with recent Protobuf changes Tests: played back a staging server demo
22 Days Ago
LOS check position fixes Added new check pos for walls
22 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
22 Days Ago
smoothed out an erosion line in canyon A
22 Days Ago
removed shadow proxies on the default building block tiers, shadow casting reverted back to renderers