124,946 Commits over 4,171 Days - 1.25cph!
Apply a hack for bone manip level transitions
Corpses landing on invalid positions aren't killed anymore, they're just not repairable
This prevents loot from being destroyed
Clean: simplify call
Tests: none, trivial change
wall shelf deployable for Mauro
Merge: from parallel_validatemove
Tests: none
Merge: from parallel_validatemove
- bugfix for invalid transforms in the cache - fallout from previous bugfix
Tests: played back staging demo - counts as expected and no more errors about transform cache inconsistency
Bugfix: fix transform cache rebuild loop
Previously threw away dirty indices too early, missing on some player cache changes
Tests: played back the staging demo - no more error logs about transfomr cache inconsistency
Update: consolidate debug logic
- Also ValidatePlayerCache fixed to actually check for native-null players
I'm hoping I won't need this after tomorrow, but keeping it fixed to use for testing on staging for a bit
Tests: ran through the staging demo - notifced it's picking up an issue from the prev merge, will fix shortly
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Undo a certain change that could be causing crashes for 1 dude
Testing vertical storage, replacing shelves and dropbox for now
Minor changes
Improve memory usage of 64 bit client & server on Windows?
The game no longer allocates 3GB on start.
Set all corpses repair costs to match repair bench repairing costs
Merge: from parallel_validatemove
Tests: none, no conflicts
Players do not collide with deployable corpses anymore
Smaller workbench 3 corpse
Merge: from parallel_validatemove
- Bugfix for null players in PlayerCache causing UsePlayerUpdateJobs to get disabled
Tests: played back staging demo - got similar results
Clean: fixing broken whitespaces that I spotted with the merge
Tests: none, trivial change
Merge: from main
Tests: none, no conflicts
Bugfix: PlayerCache now tracks players that are removed from the server
Original impl left a space where it could miss some of the players, leading to rogue nulls.
Tests: played back staging demo - had same numbers
Corpses can be picked up, gives you the associated item with 0 health
Owners can now open container corpses to retrieve the loot without repairing
Merge: from parallel_validatemove
Tests: none (resolved into dest version)
Update: adapted code to PlayerCache change
- FinalizeTickParallel now uses `player.StableIndex` as indirection, instead of iterator index
- Updated validation checks
- Transform caching job now checks for invalid transform accessses
Tests: ran all relevant unit tests, played back staging demo - got comparable numbers
merge from softcore_update
Trying out some gameplay changes
Added newly baked AO to tshirt materials
merge from save266 - Staging wipe
Merge from softcore_update
Fix NRE when creating TC and large wood box corpses
trawler ship dirty greybox, concept art mesh before cleanup and break down - folder structure
Make jungle building skin work with `upgrade_radius` and related commands
Merge from softcore_update
Added new MeshCombiner menu option
Created combined meshes for storage barrels, vanilla tool cupboard, large wooden box gibs, set to mesh cull 100m
Merge from softcore_updates/bag_changes
Fixed being able to pickup destroyed bags/towels/beds
Fixed fridge not retaining half of it's items when destroyed/repaired
Prevent TC from being repaired if it would overlap another TC once it's repaired
Fix wrong convar being set to prevent backpacks from being dropped when players are wounded in softcore
merge from fix_wounded_nre -> softcore_update
Merge from softcore_update/bag_changes
Cleaned up arrow renderer system
Added dirt layer to Standard-Cloth shader, towels need it