260,452 Commits over 4,049 Days - 2.68cph!
Tests: validate PlayerTickIterator in it's initial state
Tests: ran unit tests
Tests: Add more edge case testing
- Testing 1 tick only
- Testing up to capacity ticks
Tests: ran unit tests
Bugfix: TickInterpolatorCache now properly handles "Reset" position
- Fixed unit tests
Tests: ran unit tests - all tests now pass
merge from softcore_update
3p blowpipe animation updates
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
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merge from fix_tc_corpse_building_split -> main
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Fix deployable corpses (specifically TCs) losing their attached building when the building splits
- try to find closest building block, fallback to the largest of the splits
Add a branch highlight instead of DDraw, disable cylinder on the vine launch point
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Update prefab with new model
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merge from fix_lock_ownerid_debris -> main
Fix lock not saving ownerid for deployable debris
merge from softcore_update -> main
merge from cinematic_export_pipes -> main
Fix pipe not being baked if selecting the renderer of the pipe instead of root of pipe
Change output directory from `Assets/Cinematic` -> `Assets/Media`
merge from main -> cinematic_export_pipes
merge from copy_paste_clientside_fixes -> main
Fixed `killbox` command skipping entities it should delete instead of the other way around
Prevent `killbox` from killing players on the server
Print out "Pasted 5 entities" in F1 console
merge from main -> copy_paste_clientside_fixes
merge from softcore_update -> aux2
Set softcore max team size for 4
- also limits 4 players per TC and turret
Fix another NRE from wounding in softcore
Changeset
117626 optimizations (river / rail / road intersections)
merge from softcore_update