134,092 Commits over 4,444 Days - 1.26cph!
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
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/deployable_corpse
Fixed corpse data request issues
Cleanup
Add texture streaming support to indirect instanced rendering
Test shelves - added small wall mounted shelf and big wall mounted shelf (using ali's prefab and the standart shelf prefab respectively for now)
merge from softcore_update/deployable_corpse
Enabled condition on TCs, so their corpses can be picked up broken
Fixed corpse pickup an open interaction using CanBuild instead of IsAuthed
merge from softcore_update/deployable_corpse
Fixed corpses not being oriented properly when falling
Updated workshop OBJ models - Water purifier, Garage Door, Vending machine, Long Tshirt, Tshirt, Reactive Target, Table, Stone Hatchet, Stone Pickaxe, Spinning Wheel, Thompson, MP5
Update: translate ValidateMove to batched ValidateMoves
Internally it's the same logic for now, as I've yet to properly intergrate TickInterpolatorCache and need to convert a lot of internal methods
Tests: played back staging demo - got same numbers and no new errors
merge from softcore_update/deployable_corpse
Added ignoredEntity support to DeployVolumeOBB, fixes corpses hitting themselves when looking for valid pos
Show the placement error when attempting to repair a corpse on an invalid pos
Fixed sleepers not blocking corpse repairing
Cleaner checks
Update: made some caches stable across frames
Tests: played back staging demo - no new errors and stats match expected
Corpses landing on invalid positions aren't killed anymore, they're just not repairable
This prevents loot from being destroyed
Clean: simplify call
Tests: none, trivial change
wall shelf deployable for Mauro
Merge: from parallel_validatemove
Tests: none
Merge: from parallel_validatemove
- bugfix for invalid transforms in the cache - fallout from previous bugfix
Tests: played back staging demo - counts as expected and no more errors about transform cache inconsistency
Bugfix: fix transform cache rebuild loop
Previously threw away dirty indices too early, missing on some player cache changes
Tests: played back the staging demo - no more error logs about transfomr cache inconsistency
Update: consolidate debug logic
- Also ValidatePlayerCache fixed to actually check for native-null players
I'm hoping I won't need this after tomorrow, but keeping it fixed to use for testing on staging for a bit
Tests: ran through the staging demo - notifced it's picking up an issue from the prev merge, will fix shortly
Testing vertical storage, replacing shelves and dropbox for now
Set all corpses repair costs to match repair bench repairing costs
Merge: from parallel_validatemove
Tests: none, no conflicts
Players do not collide with deployable corpses anymore
Smaller workbench 3 corpse
Merge: from parallel_validatemove
- Bugfix for null players in PlayerCache causing UsePlayerUpdateJobs to get disabled
Tests: played back staging demo - got similar results
Clean: fixing broken whitespaces that I spotted with the merge
Tests: none, trivial change
Merge: from main
Tests: none, no conflicts
Bugfix: PlayerCache now tracks players that are removed from the server
Original impl left a space where it could miss some of the players, leading to rogue nulls.
Tests: played back staging demo - had same numbers
Corpses can be picked up, gives you the associated item with 0 health
Owners can now open container corpses to retrieve the loot without repairing
Merge: from parallel_validatemove
Tests: none (resolved into dest version)
Update: adapted code to PlayerCache change
- FinalizeTickParallel now uses `player.StableIndex` as indirection, instead of iterator index
- Updated validation checks
- Transform caching job now checks for invalid transform accessses
Tests: ran all relevant unit tests, played back staging demo - got comparable numbers
merge from softcore_update
Trying out some gameplay changes