121,135 Commits over 4,018 Days - 1.26cph!
replaced the gate_a with gate_b in the zigg scene
alpha dilation in empty uv space, clamp wrapping on output textures
merge from tc_changes -> softcore_update
Save the codelock & keylock on deployable corpses
- respawn codelock / keylock when the deployable is repaired
auto-set save dir to textures subfolder of prefab path, allow choosing which textures to bake
- Fixed bug locking thrown boomerang from being used again
- Overwritable method on thrown
- Set client thrown flag properly
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Added catching cycle with catching animations to actually catch the boomerang
Way higher client rotation speed
Fixed projectile rotation flipping for a few bezier steps mid way through flight
NRE check on boomerang rayhit get collider material
Update TC corpse prefab with simulated gibs
- still needs some love but looks better
merge from softcore_update -> tc_changes
merge from softcore_update -> aux2
Fix `RemoveFractionOfContainer()` method getting removed in the merge
merge from respawn_changes -> softcore_update
merge from softcore_update -> respawn_changes
Merge from high_walls_skins
Added new adobe high wall & gate pack, update the high wall and gate to require this new pack rather than requiring the adobe building skin
Attacking a vine will standing near one of it's destinations will make the vine swing to that destination if it is not at that destination
merge from softcore_update -> respawn_changes (before the merge from main)
Added a temp interaction icon
Change DroppedItemContainer to use the same `RemoveFractionOfContainer()` method that softcore uses
- expose static function for moving multiple containers into a single inventory inside DroppedItemContainer
- also change ContainerCorpse to point to the same static function that the DroppedItemContainer uses
- remove default destroyPercent of 0, force it to be supplied to the method
Don't show the world vine to the person riding that vine in first person
Fixed vine repositioning incorrectly when swing ends, refactor vine visual out into it's own separate class/hierarchy and move into a budgeted update method
Merge from creative_alwayson
Update FP.Steamworks - possible fix for steam load error
Merge from jungle_update, better crocodile behaviour
- Make croc better at pretending to flee to bait player into following it to the water
- Make croc even more sluggish when it didn't take enough damage to be angry
- Give croc same protection value as tiger (effectively buffs melee weapons which would be moskito bites otherwise)
Force snake back into alert anim when reappearing.
Restore rotation.
Fix some warnings from trying to play anims on disabled GO.
Zero exit time for idle->alert.
Detect being enabled again after reposition.
Refactor ContainerCorpse to use `RemoveFractionOfContainer()` so all "remove fraction of items from inventory" methods share the same logic
Add ability for `RemoveFractionOfContainer()` to take out different percentage than 50%
Fix it not looping backwards since it's iterating while removing items
Fix single stack items not being removed from source container
Croc will now start quite slow, and get more and more aggressive the more it's shot at
Add client events for disappear/reappear.
Play (placeholder) rustling sounds when disappearing and reappearing during location change, to make it easier to track the snake.
Increase player movement speed reduction to 70% (but still much shorter duration)
Fixed seismic senor and electric heater volumes
Merge from quality_level_squash: Remove all quality levels but one
Attempts to stop boomerang flipping mid way through its flight
Fuel generator has an exhaust FX when active.