192,769 Commits over 4,049 Days - 1.98cph!

27 Days Ago
Update: Integrate TickInterpolatorCache into the server flow Tests: played back staging demo, once with it enabled from start, another with disabling-enabling it multiple times during playback. Both cases had comparable telemetry numbers
27 Days Ago
merge from main
27 Days Ago
jungle terminals
27 Days Ago
set up and viewmodel prefab for wood armour gloves, added temp textures and model.
27 Days Ago
fixed erroneous naming on horse costume sitem.asset, and added "three variations" to horse and chicken descriptions. Added prop render script to horse costume so turntable on store looks better
27 Days Ago
Fixed 'ent kill' killing building blocks behind dropped items
27 Days Ago
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27 Days Ago
Bugfix: avoid writes past the end of the buffer Tests: ran unit tests
27 Days Ago
Update: Adding last missing API - TickInterpolatorCache.TransformEntries - added tests to cover it Tests: ran unit tests
27 Days Ago
merge from softcore_update
27 Days Ago
merge from softcore_update/deployable_corpse
27 Days Ago
Compile fix
27 Days Ago
merge from softcore_update/deployable_corpse
27 Days Ago
Fixed corpses not pickable when on an invalid position
27 Days Ago
Update store names
27 Days Ago
Fixed DeployVolumeCapsule not supporting ignored types and ignored entity - fixes furnace corpses not being repairable
27 Days Ago
Optim: TickInterpolator.TestConsistency - Replace Assert.IsTrue with AssertTrue wrapper that doesn't allocate - Sprinkled some scopes for future Speeds up the unit test 20x times and avoids 3.6GB of garbage Tests: ran the unit tests
27 Days Ago
Fixed legacy furnace corpse colliders Manifest
27 Days Ago
subtract 117690 (skinning changes to outbreak scientists)
27 Days Ago
Fixed workbench1 corpse prefab Fixed workbench corpses being lootable Fixed corpse pickup showing conditions
27 Days Ago
Clean: add a comment Tests: none, trivial change
27 Days Ago
checked over adobe walls and sunken knife store pages, tweaked abyss turntable items a bit to better position them
27 Days Ago
Tests: validate PlayerTickIterator in it's initial state Tests: ran unit tests
27 Days Ago
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27 Days Ago
Tests: Add more edge case testing - Testing 1 tick only - Testing up to capacity ticks Tests: ran unit tests
27 Days Ago
Bugfix: TickInterpolatorCache now properly handles "Reset" position - Fixed unit tests Tests: ran unit tests - all tests now pass
27 Days Ago
merge from softcore_update
27 Days Ago
merge from main
27 Days Ago
3p blowpipe animation updates
27 Days Ago
Update: Adding TickInterpolatorCache.PlayerTickIterator to help with code migration - Expanded unit tests to cover the new util and a couple more code paths Tests: none. Tests are currently failing as I uncovered a different issue - will fix in next CL
27 Days Ago
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27 Days Ago
Remove blank line
27 Days Ago
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27 Days Ago
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27 Days Ago
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27 Days Ago
Merge from parent
28 Days Ago
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28 Days Ago
merge from fix_tc_corpse_building_split -> main
28 Days Ago
Fix deployable corpses (specifically TCs) losing their attached building when the building splits - try to find closest building block, fallback to the largest of the splits
28 Days Ago
Add a branch highlight instead of DDraw, disable cylinder on the vine launch point
28 Days Ago
Merge from main
28 Days Ago
Update prefab with new model
28 Days Ago
Kapok tree progress
28 Days Ago
merge from fix_lock_ownerid_debris -> main
28 Days Ago
Fix lock not saving ownerid for deployable debris
28 Days Ago
merge from softcore_update -> main
28 Days Ago
merge from cinematic_export_pipes -> main
28 Days Ago
Fix pipe not being baked if selecting the renderer of the pipe instead of root of pipe
28 Days Ago
Change output directory from `Assets/Cinematic` -> `Assets/Media`