135,471 Commits over 4,293 Days - 1.31cph!

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