122,065 Commits over 4,048 Days - 1.26cph!
Merge from icon_render_export_fix
Updated IconRender scene to have the DeferredIndirectLightingPass on the preview camera and disabled the borked lighting object
S2P ruins and ziggurat to refresh piper nigrum prefabs
re-factored piper nigrum tree LOD scripts to link in-prefab content instead of in-folder content
made prefabs original prefabs instead of variants
skipped LOD0 on mauritia flexuosa, more agressive LOD2 distance
Fixed most of the ziggurat structure rendering twice, all the time
Caused by a root renderer with child LOD renderers using a RendererLOD
Re-exported HLOD
Disable shadows on vine tree branches
Disable shadows on vine line renderers
GPU instancing on kapok tree mats
Possible AdminPanel NRE fix
Fixed not being able to interact with some NPC vendors due to fridge VM changes
Fix NRE when a melee held entity breaks (NPCNoiseManager)
- big ocean fragment shader performance improvement (section of code that didn't need to be computed per fragment was more than doubling ocean draw time)
- hide ocean under rivers
- fix caustics being burned into screen when disabling water layer
start of fixing corpse gibs for jungle barrel storage
removed skin linkage to large wood box for jungle barrel storage, removed skinnable asset and linked both directly to jungle_dlc sitem , rebuilt mannifest
main -> vine_capsule_renderer
First compiling example of cheaper single server -> client sync vars 🎉
Ensure base entity initialises SyncVar hooks
Clearer naming for handlers, Sync and Replicate
Client.Connection receive methods.
Initial code generator to hook SyncVar OnValueChanged method to our SendSyncVar method (server only)
Only give a damn about single SyncVars for now
BaseEntity Single SyncVar header, object and send methods
Minor SyncVar code cleanup
Enable encryption
main -> hackweek_syncvars
Include server version in F7 feedback
Daytime TOD grads
Custom tonemap curve
Weather tweaks
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merge from jungle_update/hunter_vision
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120286 Enabled trail emission on sharks
Enabled trail emission on sharks
Custom tonemapping test WIP.
More sky and atmosphere fuckery.
beat chest gesture sounds
tiger sound class and falloff distance tweaks
quieter tree climbing sounds
merge from missingscripts_tool
Jungle ak
- added camera animations for deploy and reload
- updated animator
- updates to worldmodel prefab
Fixed The referenced script (Unknown) on this Behaviour is missing! when calling Resources.LoadAll
vine_demo_scrubbing_fix -> main
Fixed Vine Mountables not moving to the correct position when skipping in the demo timeline.
This was difficult to track down but appeared to be due to the client network interpolation and how it acts in demos.
Fixed 'The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing!' hopefully
Merge from jungle_update (fix croc being kite-able around twig foundations)
Fix croc failing to destroy twig foundation if player is not standing on it, but standing closely next to it within the navmesh carving volume