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120,528 Commits over 4,018 Days - 1.25cph!

8 Days Ago
8 Days Ago
Minor optimisations to SirenLight - replaced it's Update loop with an Invoke Fixed BindSubsurfaceProfile MaterialPropertyBlock overwriting the property block of the renderer it modifies
8 Days Ago
Merge from jungle_update
8 Days Ago
Fixed players briefly sticking to tree if they were climbing while the tree was destroyed Double vine swinging tree health
8 Days Ago
set up lake interior meshes + interior shader variant for lakes
8 Days Ago
More prefab setup for new mesh collider, X marker minigame mostly working (decal not rendering in a few spots)
8 Days Ago
main -> vendingmachine_stock_fix
8 Days Ago
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
8 Days Ago
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
8 Days Ago
jungle_update -> Boomerang
8 Days Ago
Change vending machine flags so they no longer conflict with io container
8 Days Ago
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
8 Days Ago
Merge from protobuf_fixes
8 Days Ago
Update protobuf codegen to fix WriteToStream writing invalid length delimiters
8 Days Ago
use clip offset for rivers/lakes like ocean
8 Days Ago
fix river interior caps, inflate bounds more
8 Days Ago
Fixed texture distortion at end of vine line renderer (set numCapVertices to 0)
8 Days Ago
Removed old rigged bone vine tests Fixed vine tree stump respawning with players in range
8 Days Ago
NVG outfit stomped it's death icon again?
8 Days Ago
merge from outbreak_outfit -> jungle_update
8 Days Ago
Fixed missing sfx on vine tree
8 Days Ago
underwater mask overlap between river and ocean handled correctly
8 Days Ago
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
8 Days Ago
Darkened piper nigrum mat and enabled vert AO (was at 0) for better harmony with surrounding foliage
8 Days Ago
jungle_update -> aux3
8 Days Ago
better_vine_movement -> jungle_update
8 Days Ago
Throw vine moveables time through smooth step easing. Emulates acceleration and slowdown
8 Days Ago
jungle_update -> aux3
8 Days Ago
better_3p_vines -> jungle_update
8 Days Ago
compile fix
8 Days Ago
jungle_update -> Aux3
8 Days Ago
better_3p_vines -> jungle_update
8 Days Ago
Fixed vine trees spawning too close to roads, rails and rivers
8 Days Ago
Fixed some rock formations not spawning in jungle biome
8 Days Ago
Vine now hangs lower than hands and trails behind a little Refactor lower/raise vine point so the mountable is in control. Simplify set length
8 Days Ago
Reimplement loadout stripbehavior with bools - only clear wearables for NVG outfit - only clear wearables for outbreak outfit (don't clear belt, only add item)
8 Days Ago
Added jungle ore populations (needs balancing)
8 Days Ago
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)
8 Days Ago
Reserialize loadouts with their new fields
8 Days Ago
Switch loadouts from an enum to control what contains are stripped to a separate bool per container - allows to to control what items are replaced vs added additively
8 Days Ago
Remove ai.move and world.cache from Procedural Map editor startup parameters as it's a pain for testing world gen
8 Days Ago
Add jungle loadout to SpawnHandler - for jungle only for now because Unity doesn't want to serialize Dictionary<Biome,Loadout> Give out jungle outfit to scientists that spawn in the jungle biome - handle in base level SpawnGroup - covers junkpiles and monuments, manually spawned scientists don't follow this
8 Days Ago
shelf and storage tests
8 Days Ago
Merge from jungle_update (fix npc sliding)
8 Days Ago
More compile fixes (improper codegen)
8 Days Ago
Fix editor ifdef compile errors
8 Days Ago
Fix compile error
8 Days Ago
3p vine better matches up with hand position. hanging vine is slightly longer (preparing for having a little bit of vine below you when swinging)
8 Days Ago
- Fixed vines using excess length even in motion - Base length of mountable state instead of estimated distance calculations
8 Days Ago
- 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