127,157 Commits over 4,109 Days - 1.29cph!
Fixed legacy furnace corpse colliders
Manifest
Fixed workbench1 corpse prefab
Fixed workbench corpses being lootable
Fixed corpse pickup showing conditions
set up and viewmodel prefab for wood armour gloves, added temp textures and model.
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
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
Bugfix: avoid writes past the end of the buffer
Tests: ran unit tests
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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
Tests: Add more edge case testing
- Testing 1 tick only
- Testing up to capacity ticks
Tests: ran unit tests
merge from softcore_update/deployable_corpse
Fixed 'ent kill' killing building blocks behind dropped items
merge from softcore_update
Bugfix: TickInterpolatorCache now properly handles "Reset" position
- Fixed unit tests
Tests: ran unit tests - all tests now pass
Fixed DeployVolumeCapsule not supporting ignored types and ignored entity - fixes furnace corpses not being repairable
merge from softcore_update
subtract
117690 (skinning changes to outbreak scientists)
3p blowpipe animation updates
Fixed corpses not pickable when on an invalid position
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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
checked over adobe walls and sunken knife store pages, tweaked abyss turntable items a bit to better position them
Tests: validate PlayerTickIterator in it's initial state
Tests: ran unit tests
merge from softcore_update/deployable_corpse
Clean: add a comment
Tests: none, trivial change
Updating skinning on outbreak scientist
progress on working underwater effects for rivers/lakes
also add ushort encoding/decoding to BitUtility, and ushort variant of Write() to RawWriter
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merge from fix_tc_corpse_building_split -> main
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
Update prefab with new model
merge from fix_lock_ownerid_debris -> main
Fix lock not saving ownerid for deployable debris
merge from softcore_update -> main