120,528 Commits over 4,018 Days - 1.25cph!
S2P Launch Site
- Adjust terrain collision trigger volumes in launch site, fixing noclip violations around pipes
Have tiger finish off downed players instead of leaving them to die slowly
S2P jungle ruins - to refresh latest collider changes
Updating skinning for coconut armour
Some tweak and fixes
Added new los pos to all building blocks
Rehooked up missing col mesh from ruin piece
Try and return to the player rather than the starting spawn location
set dressing push on jungle ruins monuments - S2P
made the slidejump decal more visible in texture tweak
rope ladder more visible
Update: GamePhysics.OverlapCapsules and OverlapSpheres now check for invalid commands and report errros
Tests: unit tests
Industrial Light Refresh
-Model
-Textures
-Placeholder Prefabs.
jungle_update -> boomerang
set up vine swing viewmodel prefab with rig. removed vine swing idle from anim.controller as it wasn't needed and exported first pass vine swing animations.
Clean: added a comment expanding the reason for previous test
Tests: none, trivial change
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Added placeholder Schizolobium tree, placeholder billboard set up, mats and textures
wip movement before repositioning
jungle_ruins_e - raised terrain trigger volume higher above terrain
jungle ruins steel gate - made collision more accurate
S2P
removed duplicated sound for obsidian bone knfie but duplicated effects from bone knife and now 1p sounds work
Merge from env_volume_performance_testing
enabled r/w on jungle earth pit collision mesh
ziggurat scene - tweaked env volume terrain trigger space above terrain - S2P
jungle bamboo scaffolds now use LOD1 as starting LOD
Simplified the stencil buffers for the spatial environment volume shader passes, as they work differently now due to the volume transition changes
slight edit to tiger ledge attack anim
Possible fix for AnimationFlagHandler NRE
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
progress on underwater effect scattering+extinction matching water surface, based on water body camera is currently within
works with river biome blends
still need to lerp parameter changes (like when going from river into ocean)
Fix demo recording by allowing Position to be set on NetRead/NetWrite
Merge from protobuf_fixes
Fix protobuf codegen generating invalid data for large protos (maps)
main -> vending_machine_fridge
Subtract vending_machine_fridge for now
118770
Subtract the correct one this time