130,358 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Clean: promote server var to a const
- no codegen since I didn't do one when I added this
It's temp code, but it makes things safer while I investigate, so no reason to disable it at runtime
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: purge player cache when player update jobs has emergency shutdown
Allows to restart player update jobs cleanly in the same session
Tests: in editor with debugger forced an emergency scenario, confirmed the cache was empty and rebuilt
                
                
                
                
             
         
        
        
        
            
            
            
                
                fix rasterization of manually double-sided LOD3s
                
                
                
                
             
         
        
        
        
            
            
            
                
                Update: move player transform cache updates to be first step of parallel player processing
- Bugfix - using Steam networking backend can have temporary outtages, which can cause gaps in processing and player cache desyncing
- also enables us to compose parallel flows better in the future
Tests: local editor session on craggy
                
                
                
                
             
         
        
            
            
            
                
                New icon and inventory effects
                
                
                
                
             
         
        
            
            
            
                
                - Fixed animation controller forcing exit time on catch
- Implemented some radius on the hit casts (gives some leeway on having to directly hit the target)
                
                
                
                
             
         
        
            
            
            
                
                added some volumes to stairs of zigg to help movement until final colliders
S2P
                
                
                
                
             
         
        
            
            
            
                
                Update: add temp emergency disable of player job processing
- Only active on staging servers while I investigate the crashes
Tests: forced an error via debugger - confirmed fallback is working
                
                
                
                
             
         
        
            
            
            
                
                Moved ContainerCorpse file to another folder
                
                
                
                
             
         
        
            
            
            
                
                When spawning a deployable corpse, assign the building priv authorized players as the owners
This allows multiple players to access the loot of a deployable corpse
                
                
                
                
             
         
        
            
            
            
                
                horse costume world model randomiser setup (currently not working, likely needs the proper lods)
                
                
                
                
             
         
        
            
            
            
                
                Added the hinged doors entity in the jungle_ziggurat_security_entrance_b prefab
                
                
                
                
             
         
        
            
            
            
                
                Random parts setup (material variations)
                
                
                
                
             
         
        
            
            
            
                
                Burst cloth rig on horse costume
                
                
                
                
             
         
        
        
            
            
            
                
                hinged doors for zigg security gates
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed client catch prediction (works well!)
                
                
                
                
             
         
        
            
            
            
                
                Workbench 3 corpse ingredients
                
                
                
                
             
         
        
            
            
            
                
                Shockbyte and retro tcs corpse prefabs
                
                
                
                
             
         
        
            
            
            
                
                Tests: move the PlayerCache stress test to it's relvant tests file and clean up
- commented out the expected-to-fail case
Tests: ran the tests
                
                
                
                
             
         
        
            
            
            
                
                Dump the extrapolation. Implement full clientside pediction instead. Behaving sensible at 150-200ms ping
                
                
                
                
             
         
        
        
            
            
            
                
                Update for Desal tank collision
                
                
                
                
             
         
        
        
            
            
            
                
                Increased look at toggle command accuracy
                
                
                
                
             
         
        
            
            
            
                
                merge from softcore_update
                
                
                
                
             
         
        
            
            
            
                
                merge from softcore_update/bag_changes
                
                
                
                
             
         
        
            
            
            
                
                Added Colliders for Water Treatment Tank
                
                
                
                
             
         
        
            
            
            
                
                Some refactor and allow non-admins to use commands.
                
                
                
                
             
         
        
            
            
            
                
                Desal tank collider update
                
                
                
                
             
         
        
            
            
            
                
                Refactor some checks to use IsInCreativeMode instead of manually checking for all users or flag.
Clamp radius command distance.
                
                
                
                
             
         
        
        
        
            
            
            
                
                Adding test piper nigrum files due to working in office this week (WIP - will clean up once finished)
                
                
                
                
             
         
        
        
            
            
            
                
                drawcolliders now works in demos
                
                
                
                
             
         
        
            
            
            
                
                Cleanup pass on all dart projectiles, removing disabled wooden model and centering correctly.
                
                
                
                
             
         
        
            
            
            
                
                zigg scene backup, relinked props to prefabs
                
                
                
                
             
         
        
            
            
            
                
                fixed layer on IBC prefab, condensed the ibc_a prefab into a single object
                
                
                
                
             
         
        
            
            
            
                
                desal tank - resized some textures (AO, LOD)
fixed prefab layer, loding distances
                
                
                
                
             
         
        
            
            
            
                
                Tweaked water treatment tank prop material settings
Deleted greybox
Created a mesh lod prefab
                
                
                
                
             
         
        
            
            
            
                
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                Add normals and tangents to binned vert data, restructure foliage vertex shader to handle wind, fading and displacement with instancing (also might have improved edge masking), add optional vertex data macros to make passing data easier and reducing redundant calculations
                
                
                
                
             
         
        
            
            
            
                
                Merge from workshop_scene_qol