branchrust_reboot/main/jungle_updatecancel
884 Commits over 89 Days - 0.41cph!
re exported tiger sleep idle and end anims so paws come through correctly
Realigned ladder collider on vine tree, possibly fixing rubber banding when climbing
Adding prevent movement volume to zigg gate prefab to fix kick
removed renderer batch scripts from bamboo scaffoldings - re-exported meshes, no other channels than vcol were used
Fixed players briefly sticking to tree if they were climbing while the tree was destroyed
Double vine swinging tree health
More prefab setup for new mesh collider, X marker minigame mostly working (decal not rendering in a few spots)
Colliders for the kapok tree and the stump
Tweaked LOD setup on the Kapok trree to reduce pop in
Optimize the kapok tree further
Color corrected leaf atlas
Lowered the top prevent building radius on vine swinging trees, can still place high external gates but can now only do about 3 floors underneath them
If a vine is disrupted by a collision and it is within 2m of it's origin point, revert the player to the starting position as it's likely they will not be able to safely dismount
Fixed texture distortion at end of vine line renderer (set numCapVertices to 0)
Removed old rigged bone vine tests
Fixed vine tree stump respawning with players in range
merge from outbreak_outfit -> jungle_update
Fixed missing sfx on vine tree
Applying
118767 to the correct spawn prefab (avoid river, lake, swamp, road, rail topology for player spawns)
TODO: Find out why we have spawn.v3 and spawn.procmap.v3
Darkened piper nigrum mat and enabled vert AO (was at 0) for better harmony with surrounding foliage
better_vine_movement -> jungle_update
better_3p_vines -> jungle_update
better_3p_vines -> jungle_update
Fixed vine trees spawning too close to roads, rails and rivers
Fixed some rock formations not spawning in jungle biome
Added jungle ore populations (needs balancing)
Fixed ancient bug in DensitySpawnPopulation that led to much more respawn attempts being required when filling the populations (similar to what changeset
118962 did for character spawns)
Remove ai.move and world.cache from Procedural Map editor startup parameters as it's a pain for testing world gen
More compile fixes (improper codegen)
Fix editor ifdef compile errors
- Potential fix for tigers sliding while sleeping (potentially introduced when we added playback delay to cover client pos interpolation)
- Simplify roles between root motion component and anim component
- All anim requests now go through anim component, which makes debugging easier
- Root motion component is now again server only, which makes it easier to reason about
vine_integration -> jungle_update
Optimized kapok branch / added vines on the sides that can be used as ladders
More branch variants
Reexported the vine view model to get rid of unneeded geometry
offset for wall corners zfight
smoothed out an erosion line in canyon A
removed shadow proxies on the default building block tiers, shadow casting reverted back to renderers
Big Cat Meat and Crocodile Meat Game Manifest Build
Setup Raw, Cooked and Spoiled Big Cat Meat
Added Big Cat Meat Model, Textures, Materials and LODS
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
set dressing push on the remainder of the jungle ruins, s2p
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
Make croc drop croc meat instead of placeholder bear meat
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
Setup Raw, Cooked and Spoiled Crocodile Meat
Added Crocodile Meat Model, Textures, Materials and LODS
Fixed AmbientLightLOD.ChangeLOD skipping an update if only targetIntensity changed, not the distance (problematic if triggered by LightGroupAtTime)
Added jungle biome to ore node spawn filter
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
Updated jungle water treatment tank culling distance
Enable ziggurat name on map
Updated ziggurat HLOD
allowing piper nigrum prefabs to cull at 300m
jungle_ruins_e more set dressing, replaced rad water puddle by earth pit