120,862 Commits over 4,018 Days - 1.25cph!
Added TwitchRivalsFlag_ prefix to burst cloth bones in twitch rivals flag
Merge from jungle_update (better croc underwater behaviours)
- Have crocs properly dive to reach underwater players
- Increase croc acceleration when in water
- Increase tracking of underwater attack to avoid disconnected hits that feel unfair
Have swimming agents like the croc, project target locations to the sea floor before pathfinding
When sampling around AI, use agent position instead of transform, as for croc agent can be on the sea floor while entity is on the surface, causing samples to fail
Fixed server sending repair blocked errors in english instead of using the client language
merge from softcore_update
Update all new animals to use OnAttacked instead of Hurt to properly apply bleeding
Reduce tiger damage, but have it inflict bleed (previous commit didn't go through)
Reduce tiger damage, but have it inflict bleed
add biome overrides for river normal strength, also share biome weight fetching code
Add wake disturbance to croc
merge from fix_ownership_tape_recorder -> main
Fix cassette recorder losing item ownership when it's thrown into the world and picked back up
Fix croc spamming turn anim
Add some more placeholder audio to croc
water mask culling progress
merge from fix_deployable_corpse_place_lock -> main
Fix being able to put locks on deployable corpses (it didn't do anything but good to fix)
merge from softcore_update
merge from softcore_update/deployable_corpse
Fixed vending machine gibs not using skins
Combined gibs mesh for all corpses
Cleanup, fixes
Mesh combiner now supports meshes with different materials, creates one submesh per material
Added tool to automate corpse gibs mesh combining (took me way more time than doing all of them by hand, classic)
Removed GibsSimulator component on retro tc corpse (editor component)
Added vending machine corpse
First pass of jungle color grade (not applied, needs a script amendment)
Also first pass of jungle climate settings (probably gonna need an elevation multiplier for aerial density)
merge from high_walls_skins
Whitelist doors as well (to make sure gates aren't blocking reskin)
merge from high_walls_skins
Whitelisted furnaces, building blocks and barricades
NRE fix
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merge from high_walls_skins
Block high wall spraycan reskinning if something is deployed on the wall and could be destroyed in the process
Show a toast indicating which entity is blocking the action
gantry pipe end flipped variation. updated textures too
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Updated workshop OBJ models - Custom SMG, Sleeping Bag, Waterpipe Shotgun, Pump Shotgun, Double Barrel Shotgun, Work Boots, Tank Top, Collared Shirt, Sword, Bear Rug, Rug, Rocket Launcher, Rock
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Update: Split various tick validation functions into smaller loops
- Added a couple small extension utils to NativeList
This helps isolate code that we'll be able to run as Burst jobs - there's a bit more to split
Tests: Staging demo playback - got comparable results