120,740 Commits over 4,018 Days - 1.25cph!
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Merge from env_volume_performance_testing
Fixed the issue with the skin's speculer when using subsurface scattering and deferred indirect lighting
added the new terminals and electric boxes to the scene
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trawler ship - broke the mesh down into components/tasks - ladder triggers, doors, ship fully explorable
Add convars to control camera clip buffer time and if enabled
Optim: FinalizeTickParallel - use a burst job to gather players to validate for tick history
- Cleaned up a bunch of code by switching to NativeList from NativeArray
- more TickInterpolatorCache usage
Tests: staging demo playback
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renamed rustige egg g deployed prefab to use same naming conventions as previous versions
Hotfix: Clamp texture streaming budget to at least 4096 MB
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edited tiger run animation
Added night eye FX to crocs, wolves (disabled until code)
Moved tiger protection file to the right folder.
Adjusted night eye color on the different species to be a little different.
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Moved bear protection file to the right folder too.
Moved the croc protection file to the correct folder.
merge from invalidlanguage_fix
merge from server-subscribe-nre
merge from condition_bar_repair_fix
merge from fix_backpack_safezone_suicide
merge from frontier_unlock_fix
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Experiment with turning the renderers off on client projectiles when spawned locally for a few frames
Should prevent projectiles from clipping into the players eyes for the first few frames
Switch some more colliders over to the proper collision version (cranes)
S2P both harbors
Fixed errors with handling has clothing under checks
- Rename scripts
- Setup wood armor pants
Setup code system for conditional over/under clothing to be displayed if existing clothes are under it
- Used notify system to keep logic to a minimum
- Setup wooden chest plate
Fixed condition bar on item icon not displaying correctly for items that have been repaired
Possibly fixed the read/write errors on some colliders
main -> conditional_armor_meshes
Rough direction pointing code
More natural vine swinging:
- Peak function dictates if bezier curve is following a sagging mid point or a flat midpoint (Mid way through the swing the vine is more straightened out)
- More dampening and springing on end rotations
- Custom mid point support
Fallback to 'en' when setting global.language to a non supported language
Fixes some CultureNotFoundException errors
Fixed potential GroundWatch NRE when loading old saves