136,881 Commits over 4,324 Days - 1.32cph!

11 Months Ago
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11 Months Ago
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11 Months 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
11 Months Ago
Merge from parent
11 Months Ago
Layer fix
11 Months Ago
trawler greybox progress
11 Months Ago
Merge from ent_setup
11 Months Ago
Skeleton.Snake fix
11 Months Ago
Update: Adding last missing API - TickInterpolatorCache.TransformEntries - added tests to cover it Tests: ran unit tests
11 Months Ago
Some entity tweaks
11 Months Ago
Fixed legacy furnace corpse colliders Manifest
11 Months Ago
Fixed workbench1 corpse prefab Fixed workbench corpses being lootable Fixed corpse pickup showing conditions
11 Months Ago
set up and viewmodel prefab for wood armour gloves, added temp textures and model.
11 Months 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
11 Months Ago
Compile fix
11 Months 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
11 Months Ago
merge from main
11 Months Ago
Update store names
11 Months Ago
Bugfix: avoid writes past the end of the buffer Tests: ran unit tests
11 Months Ago
fix compute shader error
11 Months Ago
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11 Months Ago
merge from main
11 Months 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
11 Months Ago
jungle terminals
11 Months Ago
Tests: Add more edge case testing - Testing 1 tick only - Testing up to capacity ticks Tests: ran unit tests
11 Months Ago
merge from softcore_update/deployable_corpse
11 Months Ago
Fixed 'ent kill' killing building blocks behind dropped items
11 Months Ago
merge from softcore_update
11 Months Ago
Bugfix: TickInterpolatorCache now properly handles "Reset" position - Fixed unit tests Tests: ran unit tests - all tests now pass
11 Months Ago
Fixed DeployVolumeCapsule not supporting ignored types and ignored entity - fixes furnace corpses not being repairable
11 Months Ago
merge from softcore_update
11 Months Ago
subtract 117690 (skinning changes to outbreak scientists)
11 Months Ago
3p blowpipe animation updates
11 Months Ago
Fixed corpses not pickable when on an invalid position
11 Months Ago
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11 Months 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
11 Months Ago
checked over adobe walls and sunken knife store pages, tweaked abyss turntable items a bit to better position them
11 Months Ago
Tests: validate PlayerTickIterator in it's initial state Tests: ran unit tests
11 Months Ago
merge from softcore_update/deployable_corpse
11 Months Ago
Clean: add a comment Tests: none, trivial change
11 Months Ago
Updating skinning on outbreak scientist
11 Months Ago
progress on working underwater effects for rivers/lakes also add ushort encoding/decoding to BitUtility, and ushort variant of Write() to RawWriter
11 Months Ago
Remove blank line
11 Months Ago
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11 Months Ago
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11 Months Ago
merge from fix_tc_corpse_building_split -> main
11 Months Ago
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
11 Months Ago
Add a branch highlight instead of DDraw, disable cylinder on the vine launch point
11 Months Ago
Update prefab with new model