120,528 Commits over 4,018 Days - 1.25cph!
Minor optimisations to SirenLight - replaced it's Update loop with an Invoke
Fixed BindSubsurfaceProfile MaterialPropertyBlock overwriting the property block of the renderer it modifies
Fixed players briefly sticking to tree if they were climbing while the tree was destroyed
Double vine swinging tree health
set up lake interior meshes + interior shader variant for lakes
More prefab setup for new mesh collider, X marker minigame mostly working (decal not rendering in a few spots)
main -> vendingmachine_stock_fix
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
jungle_update -> Boomerang
Change vending machine flags so they no longer conflict with io container
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
Merge from protobuf_fixes
Update protobuf codegen to fix WriteToStream writing invalid length delimiters
use clip offset for rivers/lakes like ocean
fix river interior caps, inflate bounds more
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
NVG outfit stomped it's death icon again?
merge from outbreak_outfit -> jungle_update
Fixed missing sfx on vine tree
underwater mask overlap between river and ocean handled correctly
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
Throw vine moveables time through smooth step easing. Emulates acceleration and slowdown
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
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
Reimplement loadout stripbehavior with bools
- only clear wearables for NVG outfit
- only clear wearables for outbreak outfit (don't clear belt, only add item)
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)
Reserialize loadouts with their new fields
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
Remove ai.move and world.cache from Procedural Map editor startup parameters as it's a pain for testing world gen
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
Merge from jungle_update (fix npc sliding)
More compile fixes (improper codegen)
Fix editor ifdef compile errors
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)
- Fixed vines using excess length even in motion
- Base length of mountable state instead of estimated distance calculations
- 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