121,138 Commits over 4,018 Days - 1.26cph!
merge from softcore_update/deployable_corpse
Fixed vending machine gibs not using skins
Combined gibs mesh for all corpses
Cleanup, fixes
Mesh combiner now supports meshes with different materials, creates one submesh per material
Added tool to automate corpse gibs mesh combining (took me way more time than doing all of them by hand, classic)
Removed GibsSimulator component on retro tc corpse (editor component)
Added vending machine corpse
First pass of jungle color grade (not applied, needs a script amendment)
Also first pass of jungle climate settings (probably gonna need an elevation multiplier for aerial density)
merge from high_walls_skins
Whitelist doors as well (to make sure gates aren't blocking reskin)
merge from high_walls_skins
Whitelisted furnaces, building blocks and barricades
NRE fix
▍▋▍▍█▄: ▅▆█▉▄ ▆▌▇ ▍▋▍ ▄▊██▌▌▊█▄ ▆▍▋▍▊▉▍▋ ▋▌▍█▌█▅▊▅ ▊▄▊▄▋▊▄█ ▅▊▉▉ ▅▍ ▇▉'▇ ▌▅▉ █▌▉▇▅
▉▅▌▉▆: ▆▇▌▊▆▊ ▋▄▉▇ ▊▉▉ ▍▇▅▊▍▉▌ █▊▍▅
merge from high_walls_skins
Block high wall spraycan reskinning if something is deployed on the wall and could be destroyed in the process
Show a toast indicating which entity is blocking the action
gantry pipe end flipped variation. updated textures too
▆▋▅█▇▍: ▄▊▉▍▍ ▋▄▋ ▄▇▄▋█▋▉▄▋ ▆▋▉▆▊▋▇▄ ▊▅▉▇ ▉▅▊▊█▋▋▅▌▇ ▉▊▊▍▅
▉▍▉▅▅: ▆▄▌▋▋▋ ▇▍▆▌ ▆▊█▇▉▆▇ ▅▄▍▌
▋▌▄▌▍▆: ▊▅▆▌▋█▍▅▍ █▋▌ ▇▉▅▇▆▅█▊▊ ▋▍▍▍▌▍█▆ ▇▊▊ ▄▋█▌█▉ ▋▌▊▉▊▋
▆▊▇▉▉: ▇▊▌ █▇▊▌▆▆▌ ▌▉▉▌ ▉▌▅▋▊▅▆▍
Updated workshop OBJ models - Custom SMG, Sleeping Bag, Waterpipe Shotgun, Pump Shotgun, Double Barrel Shotgun, Work Boots, Tank Top, Collared Shirt, Sword, Bear Rug, Rug, Rocket Launcher, Rock
▉▅▌▉▆▄▍▅█▊▆▋▌ ▄▋▋▆▅▆▆▇▌▅▄▌▋█ - ▄▆▄▋▇▉▇▅▅▊▉▄▇▌▆▍▌▉ ▉▊█
▄▌▅▇▌▅▉ ▊▇▆▉▍▅█▄▅▋▉▅▌▆▊▄▋▋
▉▉█▅▇▆: ▄▅▆ ▌▌▅█▍▇▉ ▇▍▅█ ▄▇ ▌▇▊▉ ▋▌▋█▄▋ ▊▆█▄▄ ▅▋▅▆▊▌▊▉.▌▍█▌▊▇▄▉
▍▍▅▊▄: █▌▉▆
Update: Split various tick validation functions into smaller loops
- Added a couple small extension utils to NativeList
This helps isolate code that we'll be able to run as Burst jobs - there's a bit more to split
Tests: Staging demo playback - got comparable results
progress on working underwater effects for rivers/lakes
also add ushort encoding/decoding to BitUtility, and ushort variant of Write() to RawWriter
Updating skinning on outbreak scientist
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
set up and viewmodel prefab for wood armour gloves, added temp textures and model.
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
Fixed 'ent kill' killing building blocks behind dropped items
▋▍▆█▅▌ ▍▅▋▊▆▄▋▆ ▅▄▆▉▅▉▇ ▉▋▋ ▅▇▋▉▋ █▋▇▆▇▍█ ▆▊▉▋ ▊▊▆▉▉<->▅▋▌▇▍▅▌▇▉▋ ▅▅█ ▇▋▄█▇▆▌▍ ▌▇▇▊▌▊▄█▌▊▇ ▆▆▍▊▍▅▌ ▇▍▍▊▊ ▋▆▋▆▌▋▆ ▇▍▊▉ ▆▇▉▊▄▉▋▍▋▄▌▍▆▇▄▅
Bugfix: avoid writes past the end of the buffer
Tests: ran unit tests
Update: Adding last missing API - TickInterpolatorCache.TransformEntries
- added tests to cover it
Tests: ran unit tests
merge from softcore_update
merge from softcore_update/deployable_corpse
merge from softcore_update/deployable_corpse
Fixed corpses not pickable when on an invalid position
Fixed DeployVolumeCapsule not supporting ignored types and ignored entity - fixes furnace corpses not being repairable