125,759 Commits over 4,109 Days - 1.28cph!
Merge from easterinflatablehorse_DLC
Fixed character model not updating when switching between multiple versions of the same item with random parts
Fixes chicken/horse visual not updating colours when swapping out items
Remove unneeded debug logs
- List rewrite
- Added license
Merge from softcore_update
Can no longer reassign destroyed bags
Fixed bag count not updating properly after a bag was destroyed and turned into a corpse
If a single use bag is deleted from the map, destroy it entirely rather than leaving it to be claimed
merge from softcore_update -> aux2
merge from tc_changes -> softcore_update
Move flag that blocks all building when TC is destroyed to `CanBuild()` method inside BuildingPrividge
- move all building checks from IsAuthed() -> CanBuild()
- ensures all other TC auth checks don't get messed up by prevent building flag
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- Setup more IK settings in code
- Add missing IK error
merge from softcore_update -> tc_changes
Fix keylock not spawning locked when corpse is repaired
- Move FastIK away from Unity update methods
- Setup profiling and our own init and update methods
fixed 3p revolver remaining open if weapon is swapped during reload
Implement list pooling into FastIK
merge from softcore_update
merge from softcore_update/deployable_corpse
Tweaked corpse decay durations
Corspes do not spawn from decay damage
Fast IK code cleanup + namespace change
- Implement our own fork of FastIK
- Add support for inverting Resolved rotation
- Correctly implement on top of our vines
Merge: from parallel_validatemove
- fixing one of validation checks silently passing
Tests: none, trivial change
Bugfix: one of validation checks was doing nothing
Tests: none, trivial change
Merge: from parallel_validatemove
Tests: none, no conflicts
Container corpse creator can use any BaseCombatEntity prefab
Fridge corpse
Fixed fridge gibs not using skins
Clean: Lenght -> Length
Tests: compiles in editor
squeaky boi
viewmodel and world model / LODs / Material and Textures
prefab setup + sounds - will need checking over
Merge: from parallel_validatemove
- Removing extra logging
Tests: built server locally
Clean: removing BasePlayer OnDisable/-Destroy logs for UsePlayerUpdateJobs
Got confirmation that it's not Unity nuking the objects, so something else must be afoot.
Tests: built server locally
Merge: from main
Tests: none, no conflicts
Update: fix TickInterpolatorCache tests and update it's API
- No longer tracks player count
- Made API focus on Expand -> Replace(index) flow - makes it easy to work with PlayerCache
Tests: ran unit tests
Added newly baked AO to long tshirt
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Update: PlayerCache now guarantees spatial stability
- Updated it's direct tests (will update rest next)
Updated interface, although compatible with existing code, will lead to breakages, so I'm slowly updating the relevant code
Tests: ran unit tests
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merge from softcore_update
merge from softcore_update/deployable_corpse