branchrust_reboot/main/jungle_updatecancel
884 Commits over 89 Days - 0.41cph!
Restore changes to BaseProjectile lost in merge
Added a tip for how to climb trees
merge from spatially aware branch - underground train tunnels and caves content converted
Experimental vine chaining
Hold E while swinging on a vine to automatically grab onto the first available vine at the destination branch
Can only chain to destination vines that are within 90 degrees of your direction, so you can't loop back and forwards
Can be disabled with VineMountable.allowChaining convar (defaults to true)
Another fix for serialisation layout
Expose DismountViewmodelHoldTime on VineMountable
Flatten look angle when deciding what branch to swing to
Revert last change, add a new disableLerps option to Ironsights component that will override any animation when calculating the viewmodel rotation while in ADS
Adjust blowpipe ironsights intro speed to 1.5 (was 2) and adjusted intro curve to kick in later, seems to fix it sometimes overshooting at the cost of a slightly slower ADS
Applying some properties that were modified in Procedural Map scene to the World Setup prefab
Keep at least 50m distance from harbors to other monuments (fixes harbor spawning too close to jungle swamp)
Fixed new jungle meats turning into spoiled bear meat when expired
fixed a missing mesh from collider script on corner_c prefab
Experiment with simpler covers, fix compile error
potential fix for sun passthrough in train tunnel entrance
S2P of Zigg Scene due to decal removal. Fixed incorrectly overwritten ruin walls mesh. Removed middle verts from jungle wall cols. More jungle ruin walls COL refinements.
Improve flanking algorithm
moved the rusty gates back into place
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updated viewmodel vine swing animation
Experiment with path post process for overwatch and flank
fixed an offset on jungle skin triangle block
Removed cracks decal from Zigg scene. Also added bit more fidelity to more jungle ruins COL meshes.
Temporary collision for jungle cell door. Remade cell door prefab to allow for components being added.
fixed an offset on jungle skin floor block
Removing obsolete jungle ruins cell top meshes
Second pass on jungle ruin walls collision to adhere COL meshes closer to stepped and jagged wall pieces
revert underwater effects merge to figure out server issue
lowered the ground under the zigg pond water to allow swimming effect to work
SpawnPopulationBase.DeleteEntities logs warning if it encounters a destroyed gameobject or an invalid entity instead of throwing an exception
reverted environment volumes to spatially aware ones after regression, this also re-introduces the terrain collision triggers - S2P
lower ziggurat terrain position in Z, then resculpted to meet the ground line
Remove Facepunch.Editor reference
Fixed outbreak sprayer item id
Remove dismount handling on VineMountable
Slight collider tweak to fix some deadspots for resource gathering on vine tree
More work on handling player movement properly when a vine tree is destroyed
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Another distance interaction fix
Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc
Include vehicle detailed layer in vine dismount check
Fixed blurry spraycan sprays.
Applied lighting to Ziggurat A.
S2P
(Small trigger code bug exists on Asana)
Fixed a couple of inverted triggers.