119,026 Commits over 4,018 Days - 1.23cph!
Merge from deployable_corpse
Change the "No reclaim manage for softcore" to a warning
Added a Finalize button to the gib simulator, removes all unused components
Don't spawn an empty child gameobject when using the Create gibs in scene tool
Added coffin corpse support
Corpses for storage barrels
Add flag to TC to block every player from building `BlockAllFromBuilding`
- set the flag in the corpse prefab so it blocks base owners from building until the TC corpse is fully repaired
▋▌▊ `▋▄▅▍▅▄` ▄▇█▇ ▉▅ ▊▊▍▋█▍▆█▆ ▋▄ ▅█▇▄▉▄ ▌▍ ▉▋ █▅▌'▄ █▌ ▄▉▇▇▋██▉▊▍ ▇█▋█ ██ ▍▍▍▉▋▍▉▇ (▊█▍▇ ▅█ ▄▋ ▍▄▆ ▌▌ █▇▊▍▌▇▊▋)
Update bounds & cost to repair the TC corpse prefab
Fix authlist not being copied correctly from TC -> corpse
Ensure the storage corpse gets attached to the building the deployable belonged to (so it applies the correct TC privledge)
Send network update on the deployable once the corpse is fully repaired
Only kill the corpse once the deployable is fully setup
Added Tools/Deployables/Create Corpse window, automates a good chunk of the corpse creation process
Added workbench 2 corpse
Add corpse prefab to normal TC prefab
Update manifest (radtown_1)
merge from softcore_update -> tc_changes
merge from main -> softcore_update
Add callback when corpse is spawned so we can transfer auth list onto invisible TC
Add invisible placeholder TC
- allows us to persist auth of a building when the TC is destroyed
- will be independent from the TC's corpse
merge from world_crossbow
rebuilt prefab so arrow mesh shows up
merge from premium_startup_fix
Fixed incorrect account route parameters
crossbow - fixed arrows not showing in 3p anims
Crossbow - Fixed worldmodel UVs and shading on LOD0 (new issue with arrow being invisible)
Add skeletal debugging tools for croc proc anim
Add DDraw.DrawSkeleton
rug_deployment_fix -> main
initial spa12 setup (with temp offset in entity)
- added 3p anims inc renaming
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- added temp offset to entity to align (issues with prop data syncing correctly in game, set to follow left prop)
- removed weapon root from mask on w_spas12 anims
Allow rugs to be placed underneath already placed deployables.
Can now also be placed under peoples feet
merged in tom's fixed hammer material and albedo, ao from his weapons_tool_ao fix branch
Plugged new AO map into material slot (bolt rifle)
merge from
101733 - weapon_tool_ao_fixes materials
merge from
101745 - weapon_tool_ao_fixes
Pickaxe - added AO texture to the material
Texture update desal tanks
Merge: from parellel_validatemove
- Full conversion of player WaterInfo caching over to jobs
- TerrainMap now uses NativeArray instead of managed array
- expanded unit tests
- new ServerDemoProcessor that tracks water results checks (in/out of water counts)
Going to start testing on staging and monitoring the impact
Tests: ran all the new or updated unit tests, made sure builds passed locally, during dev used server demos to validate stats.
- Boomerang can now be caught by the player who threw it in the first place
- Cache creator player
- Hitmaterial now uses collider shared material
Clean: remove unnecessary usings
Tests: editor compiles in CLIENT+SERVER
LOD0 Updates/Textures Desal Tanks
- Improved reliabiliy of impact effects happening
- Server projectile version scales damage properly
- Logs
Hatchet - Redone worldmodel and LODS, fixed UVs (fixes all workshop skins), improved topology/shading and added a simple AO map.
Fix croc speeding up suddenly when moving after intimidation