108,632 Commits over 3,867 Days - 1.17cph!
Better sewer branch blend map
Disabling graphics jobs on macOS for better profiling
Don't update look direction on modelstate from the server on the local player - we set that every frame so it's more accurate locally
Rotate our smoothed direction instead of lerping
festive xmas wreath holly floating fix
Setting up chip locations and definitions
Can now save shots into folders
Change magnet crane animator to physics mode
Crane LOD distance tweaks.
Fixed on/off states for new lightgroups
Magnetcrane flare changes
Can collapse shot list
Added counts to each folder widget
Fixed it better with particle play/stop instead of gameobject sillyness
Fixed the magnetcrane exhaust bind
Magnetcrane: Disabled the always-on reversing light for now
Applied light prefabs to Crane, and broke its exhaust effect binding
Fixed refract mat having a yellow tint
Testing 3001 render queue on magnet crane greenhouse glass, might(!) work better
PFX scene file
Show expandable folders in shot list
Add folder button
magnet crane and shredder sound tweaks + polish
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shredded modular cars now produce resources associated with their attached modules
increased magnet crane respawn time to 5-10 minutes (was 1 second)
PFX scene.
Crane Lightgroups & FX prefabs.
increased kill trigger damage on car shredder
fuel system
hand ik
properly enable/disable damage triggers
Apply a circular target position offset when roaming and grouped.
Fix for joining a group of a member, not a leader.
Animal idle state now sets random facing direction.
Set stag and wolf max group sizes.
crane driver now takes damage from bullets
!can no longer push cars through terrain
fixed tread/shock values of magnet crane
Postfx now use a context that contains more info.
Better colliders for medium rock formations
rocket_crane lift is r/w enabled again
fixed a segments of cave_sewers_hard not being linked inside culling volumes
replaced static signs with harvestable ones in junkyard
relinked some broken nested prefabs
created a bespoke spicebush mat for temp overgrowth with wind params that dont clip walls
converted cargoship hdrpb prefab.
added hdrpb test scene CraggyIsland_AI_Cargoship
Added hdrpb CraggyIsland_AI_Excavator test scene.
Adde a separate prefab/ai design for excavator scientists.
supermarket - fixed some zfighting with pavement
fixed floating stone corner at water_well_a
sewer branch - painted some road topology to avoid cliffs spawns close to connection
added conveyor belt triggers to shredder
fixed client/server mismatch on shredder
added hurt trigger to shredder
removed debug.logs
fixed no client collision on mangetcrane arms
added proper gibs/explosion effect to magnetcrane
fixed magnetcrane auto-despawning after server was up for 4 hours
Fixed some issues with native scaling
extra terrain anchor for cliff_double_height_d
Cliffs use a collider for shooting one and for walking/thrown objects - solves a large amount of conundrums one collider alone cannot solve
Increased junkpile_g AIZ bounds to 15 to match a.
Fixed bounds on junkpile scientist, which was causing LOS check issues.
Added CraggyIsland_AI_Junk test scene.
committing some missing metas