121,099 Commits over 4,018 Days - 1.26cph!
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.
cherrypicking
116004 Clamped minimum lodbias to 0.5
cherrypicking
116141 HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
cherrypicking
116005 Weapon rack parachute NRE fix
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.