192,810 Commits over 4,049 Days - 1.98cph!
merge from softcore_update
merge from softcore_update/deployable_corpse
merge from softcore_update/deployable_corpse
Fixed corpses not pickable when on an invalid position
Fixed DeployVolumeCapsule not supporting ignored types and ignored entity - fixes furnace corpses not being repairable
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
Fixed legacy furnace corpse colliders
Manifest
subtract
117690 (skinning changes to outbreak scientists)
Fixed workbench1 corpse prefab
Fixed workbench corpses being lootable
Fixed corpse pickup showing conditions
Clean: add a comment
Tests: none, trivial change
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
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
▉▇▋▊▌▍ ▊▊▊▅▇▋▄▄ ▊▇ ▉▌▊▇▇▆ ▇▄▉▄ ▊▌ ▍▉▆▆▆▋▅ ▅▊▌▅▆/▅▌▌
▆█▇ ▌▅▌ ▌▌▉▆ ▊▋▇▄▋▄▌▆ ▌▋▄ ▌▄▉▆▍▉▋ ▋▋▇ ▅██▄▉▆▅▉ ▄▄ ▊▊▍▊▍▋ ▄▍▋▆▄▇ ▄▋▇▇
██▌▌▊ ▇▉▄▆ ▅█▋█▄▋▉▆▅_▌▌▋▊_▋▉▍
▍▅▅▊▆ █▅▉▅ ▌▋▍▋█▄▌▋▉▌█▉▇▉_▆▌▍▊█
█▌██▋ ▊▊▄▄█▍ ▅▄▍▇▆▇▍ ▌▄ █▅▇▌▋▇▋▌▍▆▉▊▉▄
▍▉▋▆▇▋ ▆▉▍ ▄▆▇█ █▊▊▍▆▋▋▇ ▌▆ ▉▊▋▍▆▊ █▅▇▅▍▊ ▌▋█▍▆▅█▊▌ ▊▍▊▊▌▍ ▇▄█▉▋▄▇▆ ▊▊ ▌▍▍▉ ▌▌ ▅█▋ ▌▌▉▆▉▉ ▌▆ ▇▍ ▋▅▆▇ ▋▄ ▅▌▊▆ ▊▉▉▋ ▇█▅ ▉▅▍▋▋▅▌▄▄
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
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)