130,550 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                New icon and inventory effects
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Fixed animation controller forcing exit time on catch
- Implemented some radius on the hit casts (gives some leeway on having to directly hit the target)
 
                
                
                
                
                
             
         
        
            
            
            
                
                added some volumes to stairs of zigg to help movement until final colliders
S2P
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: add temp emergency disable of player job processing
- Only active on staging servers while I investigate the crashes
Tests: forced an error via debugger - confirmed fallback is working
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved ContainerCorpse file to another folder
 
                
                
                
                
                
             
         
        
            
            
            
                
                When spawning a deployable corpse, assign the building priv authorized players as the owners
This allows multiple players to access the loot of a deployable corpse
 
                
                
                
                
                
             
         
        
            
            
            
                
                horse costume world model randomiser setup (currently not working, likely needs the proper lods)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added the hinged doors entity in the jungle_ziggurat_security_entrance_b prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Random parts setup (material variations)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Burst cloth rig on horse costume
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                hinged doors for zigg security gates
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed client catch prediction (works well!)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Workbench 3 corpse ingredients
 
                
                
                
                
                
             
         
        
            
            
            
                
                Shockbyte and retro tcs corpse prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tests: move the PlayerCache stress test to it's relvant tests file and clean up
- commented out the expected-to-fail case
Tests: ran the tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Dump the extrapolation. Implement full clientside pediction instead. Behaving sensible at 150-200ms ping
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update for Desal tank collision
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Increased look at toggle command accuracy
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from softcore_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from softcore_update/bag_changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added Colliders for Water Treatment Tank
 
                
                
                
                
                
             
         
        
            
            
            
                
                Some refactor and allow non-admins to use commands.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Desal tank collider update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refactor some checks to use IsInCreativeMode instead of manually checking for all users or flag.
Clamp radius command distance.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Adding test piper nigrum files due to working in office this week (WIP - will clean up once finished)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                drawcolliders now works in demos
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cleanup pass on all dart projectiles, removing disabled wooden model and centering correctly.
 
                
                
                
                
                
             
         
        
            
            
            
                
                zigg scene backup, relinked props to prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed layer on IBC prefab, condensed the ibc_a prefab into a single object
 
                
                
                
                
                
             
         
        
            
            
            
                
                desal tank - resized some textures (AO, LOD)
fixed prefab layer, loding distances
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked water treatment tank prop material settings
Deleted greybox
Created a mesh lod prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▋▇▍█ ▊▇▋▍▌▉ ▊▄▅ ▊▅ ▉▊▅▄▄▆▅▉▋██ ▋▇▋▌ ▇▌▋▉▍█▆▄▌ ▇▇ ▉▌▋▇▅▋▇▌▇ ▆▌█▄▉▉▌▆ ▍▅▉▇▆▍ ▅▌▆▉ ▋▋▇▉ ▇▋▋ ▋▆▌█▇▊▇ ▉▇▉▉▇▋▍█ (▊▄▄ ▊▋▍▆▍▉█ ▌▅▊▅▍▋ █▋▆▌▆▄▋▊▉▅▌, ▌▇▊██▉ ▇▅▇▉▋▍ ▌▉▇)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Add normals and tangents to binned vert data, restructure foliage vertex shader to handle wind, fading and displacement with instancing (also might have improved edge masking), add optional vertex data macros to make passing data easier and reducing redundant calculations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from workshop_scene_qol
 
                
                
                
                
                
             
         
        
            
            
            
                
                Delete WorkshopMeshExporter class, this will be handled manually by artists going forwards
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed viewmodel hands appearing red in workshop scene, will now match the spawned player preview (and is updated when the preview is randomised)
Removed all SendMessage and BroadcastMessage usage in the workshop preview system, now uses new interface methods for better future proofing
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Material optimizations.
Moved Code lock light bulbs from a mesh to a fresnel opacity'd quad, to fix distance flickering when not using temporal AA.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed logic that was deleting LODS in workshop editor
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from fluid_io_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Damage effects.
Added low/high power FX differences.
Final polish.