128,918 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
            
            
            
                
                Hierarchy changes to prevent burst cloth NREs in debugcamera
Game ObjectLOD burst cloth controller
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjust skin id to fix conflict with main, unlock via the abyss pack
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Ensure full river target count is placed outside jungle, in addition to any river candidates inside jungle
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from upkeep_changes -> softcore_update
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                RustNative update (jungle biome improvements)
Jungle biome now works on all map sizes
Jungle biome now less torn apart (mostly one continuous area)
Jungle biome now larger overall
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set `use_door_upkeep_brackets = true` in softcore gamemode
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add extra phrase to show both building block and door upkeep brackets in the TC loot panel
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add support for doors to have their own upkeep brackets and calculate upkeep seperately in softcore mode
- store List<Doors> per building
- calculate different upkeep brackets for doors vs building blocks
- show both "10 blocks at 10%, 5 doors at 20%" in TC tooltip if doors are on the base
Placeholder values for door upkeep brackets
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                New: TickInterpolatorCache - a sparse, bulk TickInterpolator array
- Comes with it's own stress tests (they pass, but need to investigate perf)
- Depends on PlayerCache, but I need to modify it to provide more stability
Building block towards jobifying tick history processing.
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from softcore_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from softcore_update/deployable_corpse
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed corpses deploy check hitting themselves and preventing ground missing repositioning
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from respawn_changes -> softcore_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Potential fix for anims not being cancelled properly
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from jungle_building_skin_merge
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a new filtering mode for DeployVolume.Check, allowing us to ignore specific types
Container corpses now ignore the DebrisEntity type, this was preventing them to spawn in some cases
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Only merge backpack partial stacks if something is taken from the backpack for the reclaim system
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make backpack dropped on death if not reclaimed instead of staying on the corpse
- backpack still stays on player if you are wounded in softcore (to enforce reclaim of backpack contents)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Move drop backpack to `WoundedStartSharedCode()`
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix drop backpack for wounding not being called when the player is set to crawling
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make sure "drop backpack on death" is only called when they die and not when they are wounded
- no change to behavior, fixes convars for "drop backpack on death vs wound"
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed OnDied(null) in BaseCombatEntity AdminKill, was added when refactoring corpses spawning
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from softcore_update/deployable_corpse
 
                
                
                
                
                
             
         
        
            
            
            
                
                Handle all default items, not just rocks and torches
 
                
                
                
                
                
             
         
        
            
            
            
                
                Corpse spawning checks fixes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Chicken costume burst cloth setup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ensure rocks, torches and other starting items are never reclaimed
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
 
                
                
                
                
                
             
         
        
            
            
            
                
                removed unnecessary NoAlias attribute
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixes and tuning improvements
- corrected indexing mistakes that caused water to flow generally eastwards and slope angle to just be wrong
- water height threshold to stop ocean eroding seafloor
- sediment depositing uses timestep to help tuning be more consistent
- cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Boomerang -> jungle_update
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                - Compile errors
- Recalculate bounds
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed some weird sticking issues with boomerangs. Explore some sticking behaviour with entities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added AO and specular to Beenie Hat
 
                
                
                
                
                
             
         
        
            
            
            
                
                merged from jungle_building_skin
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Custom SMG - Narrowed 3P sight to match the 1P model