255,024 Commits over 3,990 Days - 2.66cph!
Tag projectiles, explosions, damage with the instigating playerId so dead/respawned players can still get their kills
Spawn tripmines on host
Trigger IPlayerEvent.OnSuicide in all cases
edited tiger ledge attack anim
Greatly extended natural beehive hitbox
TreeEntity addition now properly supports poolable entities
Add JsonPointer (RFC 6901) implementation and tests
Add RFC 6902 compliant JSON diffing / patch generation
Use JsonNode instad of JsonDocument in pointer
Add ApplyPatch functionality
Generate roundtrip tests
Add Test Generator for GameObject hierarchies
Remove Copy & Move operations
I can't make it work there are extremely rare edge cases for enormous diffs (thousands of objects and operations).
The code to support these edge cases was becoming more and more unhinged and illegible.
Can still tackle it later if we really need it.
Add tests for LCS
Work around .net runtime bug in Json.DeepEquals
dotnet/runtime/issues/112769
Clone/Move attempt 2
Move optimization still fails for very large diffs -> disable for now
Cleanup some debug code
Increased bee network tick. Will look at bringing this back down before release
Fixed bee swarm particle rendering ending up culled in players view
Api Update
Fix error getting reviews
Fixed up crossbow hand placement / world scale
BaseWeapon.StartingAmmo can be used with `UsesClips` for weapons we want to grant extra ammo to on pickup
tool for checking if other components are consuming trigger events for any TriggerBase in prefabs
Update to zigg stair bamboo, made it single instead of double width and optimised geo count (still WIP)
Make baked light complexity only count indexed lights
Update shaders
jungle ruins overgrowth pass with strangler figs
Tweak the gluon gun's damage (30 -> 7.5), and reduced initial starting ammo (80 -> 50)
merge from crafting_update
Added comfort modifier, gives some level of comfort away from fire
Applied to the chocolate bar
merge from terrain_ignore_grid
- Bee grenade spawns bees with a slight offet upwards (to avoid some minor clipping issues killing los checks)
- Bunch more code cleanup
- Fixed some bugs with convars
Sync ammo (first step)
Add PlayerData.AddStat, host-only method that is RPC'd to the player
Record simple kills and deaths stats
Don't need this - it already exists
Update: Name a couple magic constants
Tests: none, trivial change
Clean: rogue newline
Tests: trivial change
Update: TerrainCollision.GetIgnore(Span...) now uses the ignore grid broadphase
Tests: ran new unit tests that go through this path
Update: new unit tests for GamePhysics.HandleIgnoreCollisions
- Also removed an unnecessary branch
Tests: ran the new unit tests
just split the coarse query grid to have a Check and CheckJob function to call from burst and managed contexts respectively
(not as cool as the previous solution, but doesn't rely on compiler shenanigans)
Refactor protection getting
Send protobuf when user is added/removed from org, so we can reload the orgs in editor
Review cleanup
Reviews api
Fix player preview hover display stats
Left in debug line oops
Make damage event flow more explicit with correct damage values, keep DamageInfo on server
Network tripmine explosions!
GameManager.OnDeath safety
Damage types should be tags
merge from garage_door_fixes_2
fixed parenting issue with door controllers on ClosedCollider io parent
re-calcing clamped io line bounds when a line is added, not OnEnable as it can't be relied on for positioning
Added Bee Grenade Final Viewmodel
Added Bee Grenade Textures and Setup Materials
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Resolve CloudAssetProvider paths when compiling archive on client
copyto now recreates armor slots and transfers inserts.
fixed double pillow effect on ruins wood beams by lowering normal intensity
Shooting a tripmine will pass thru the gun as the weapon
Fully populate TraceAttackInfo where we can, fix origin/position being backwards
Do blood splatter on damage, gib
Reparent blood_explosion so DestroyAfterSeconds removes the whole object