reporust_rebootcancel

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

22 Days Ago
Merge: from main Tests: none, no conflicts
22 Days Ago
Big Cat Meat and Crocodile Meat Game Manifest Build
22 Days Ago
Setup Raw, Cooked and Spoiled Big Cat Meat Added Big Cat Meat Model, Textures, Materials and LODS
22 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
22 Days Ago
set dressing push on the remainder of the jungle ruins, s2p
22 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
22 Days Ago
Make croc drop croc meat instead of placeholder bear meat
22 Days Ago
Viewmodel anim update and adding requested animation
22 Days Ago
Merge from jungle_update (croc dive bug fix)
22 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
22 Days Ago
Finish, keep and disable the vine viewmodel connection point stuff for now
22 Days Ago
Setup Raw, Cooked and Spoiled Crocodile Meat Added Crocodile Meat Model, Textures, Materials and LODS
22 Days Ago
wip
22 Days Ago
Initial implementation of vine viewmodel connection points Optim: Dont continue to run update client line function if we shouldnt show the vine
22 Days Ago
Line of sight checks on the client
22 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
22 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
22 Days Ago
initial jungle dlc gesture unity setup, also fixed missing slot in gesture collection
22 Days Ago
Added spatial environment volume transitions for opaque objects
22 Days Ago
Merge from jungle_update
22 Days Ago
Merge from snakes
22 Days Ago
Merge from jungle_update
22 Days Ago
Merge from no_corpse
22 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
22 Days Ago
Animation update to remove boomerang clipping with the larger gloves
22 Days Ago
Compile fix
22 Days Ago
Corpse removal timer
22 Days Ago
Fixed AmbientLightLOD.ChangeLOD skipping an update if only targetIntensity changed, not the distance (problematic if triggered by LightGroupAtTime)
22 Days Ago
Merge from main
22 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.
22 Days Ago
Merge from env_volume_performance_testing
22 Days Ago
Snake LOD distance improvements
22 Days Ago
Fixed an issue with the Deferred Indirect Lighting pass that was causing smearing when using Vulkan
22 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.
22 Days 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
22 Days 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
22 Days 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.
22 Days Ago
Added spatially aware environment volume convar back after merge
22 Days Ago
Added jungle biome to ore node spawn filter
22 Days 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
22 Days Ago
Merge from main
22 Days Ago
merge from main
22 Days Ago
Updated jungle water treatment tank culling distance Enable ziggurat name on map Updated ziggurat HLOD
22 Days Ago
allowing piper nigrum prefabs to cull at 300m
22 Days Ago
jungle_ruins_e more set dressing, replaced rad water puddle by earth pit
22 Days Ago
Merge from jungle_update
22 Days Ago
Safety check in UpdateProgress
22 Days Ago
Merge from jungle_update
22 Days Ago
Some better initial rotation handling
22 Days Ago
Added new descend option when a vine is on it's home tree, drops the player to the ground safely