191,031 Commits over 4,049 Days - 1.97cph!

6 Days Ago
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6 Days Ago
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6 Days Ago
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
6 Days Ago
Merge from parent
6 Days Ago
Layer fix
6 Days Ago
trawler greybox progress
6 Days Ago
Merge from ent_setup
6 Days Ago
Skeleton.Snake fix
6 Days Ago
Some entity tweaks
6 Days Ago
fix compute shader error
6 Days Ago
progress on working underwater effects for rivers/lakes also add ushort encoding/decoding to BitUtility, and ushort variant of Write() to RawWriter
6 Days Ago
Updating skinning on outbreak scientist
6 Days Ago
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
6 Days Ago
merge from main
6 Days Ago
jungle terminals
6 Days Ago
set up and viewmodel prefab for wood armour gloves, added temp textures and model.
6 Days Ago
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
6 Days Ago
Fixed 'ent kill' killing building blocks behind dropped items
6 Days Ago
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7 Days Ago
Bugfix: avoid writes past the end of the buffer Tests: ran unit tests
7 Days Ago
Update: Adding last missing API - TickInterpolatorCache.TransformEntries - added tests to cover it Tests: ran unit tests
7 Days Ago
merge from softcore_update
7 Days Ago
merge from softcore_update/deployable_corpse
7 Days Ago
Compile fix
7 Days Ago
merge from softcore_update/deployable_corpse
7 Days Ago
Fixed corpses not pickable when on an invalid position
7 Days Ago
Update store names
7 Days Ago
Fixed DeployVolumeCapsule not supporting ignored types and ignored entity - fixes furnace corpses not being repairable
7 Days Ago
Optim: TickInterpolator.TestConsistency - Replace Assert.IsTrue with AssertTrue wrapper that doesn't allocate - Sprinkled some scopes for future Speeds up the unit test 20x times and avoids 3.6GB of garbage Tests: ran the unit tests
7 Days Ago
Fixed legacy furnace corpse colliders Manifest
7 Days Ago
subtract 117690 (skinning changes to outbreak scientists)
7 Days Ago
Fixed workbench1 corpse prefab Fixed workbench corpses being lootable Fixed corpse pickup showing conditions
7 Days Ago
Clean: add a comment Tests: none, trivial change
7 Days Ago
checked over adobe walls and sunken knife store pages, tweaked abyss turntable items a bit to better position them
7 Days Ago
Tests: validate PlayerTickIterator in it's initial state Tests: ran unit tests
7 Days Ago
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Tests: Add more edge case testing - Testing 1 tick only - Testing up to capacity ticks Tests: ran unit tests
7 Days Ago
Bugfix: TickInterpolatorCache now properly handles "Reset" position - Fixed unit tests Tests: ran unit tests - all tests now pass
7 Days Ago
merge from softcore_update
7 Days Ago
merge from main
7 Days Ago
3p blowpipe animation updates
7 Days Ago
Update: Adding TickInterpolatorCache.PlayerTickIterator to help with code migration - Expanded unit tests to cover the new util and a couple more code paths Tests: none. Tests are currently failing as I uncovered a different issue - will fix in next CL
7 Days Ago
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7 Days Ago
Remove blank line
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7 Days Ago
Merge from parent
7 Days Ago
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