121,135 Commits over 4,018 Days - 1.26cph!
Pickaxe - added AO texture to the material
Texture update desal tanks
Merge: from parellel_validatemove
- Full conversion of player WaterInfo caching over to jobs
- TerrainMap now uses NativeArray instead of managed array
- expanded unit tests
- new ServerDemoProcessor that tracks water results checks (in/out of water counts)
Going to start testing on staging and monitoring the impact
Tests: ran all the new or updated unit tests, made sure builds passed locally, during dev used server demos to validate stats.
- Boomerang can now be caught by the player who threw it in the first place
- Cache creator player
- Hitmaterial now uses collider shared material
Clean: remove unnecessary usings
Tests: editor compiles in CLIENT+SERVER
LOD0 Updates/Textures Desal Tanks
- Improved reliabiliy of impact effects happening
- Server projectile version scales damage properly
- Logs
Hatchet - Redone worldmodel and LODS, fixed UVs (fixes all workshop skins), improved topology/shading and added a simple AO map.
Fix croc speeding up suddenly when moving after intimidation
Update: adding missing logic to BasePlayer.ServerUpdateParallel since the merge
- also fixed the formatting in a couple places
Tests: none, trivial changes
updated vertical slice loadout
Merge from fast_debug_draw: Fix shaders on Mac/Metal
Bugfix: check if ignore grids (terrain, water) are present
- Covers cases in editor where they haven't been setup yet
Tests: ran unit tests
Bugfix: invalid indexing of water infos when player is parented to a water blocking entity
Tests: none, trivial change
Set wooden dart damage to 30 per design doc.
Removed incorrect modifiers/scripts from wooden dart.
Merge: from main
Tests: ran unit tests, played in editor with parallel update jobs enabled on Craggy - water was detected correctly
Incapacitate dart now requires snake venom for crafting
Updated Water Treatment Tank Materials and Textures
Bugfix: rename WaterVisibilityTrigger.Reset to ResetTrackedTriggers
Old name conflicted with Unity's scripting api and generated errors in editor(problematic for tests)
Tests: ran unit tests
- Play projectile effects even if you only hit the terrain
- Fixed NRE on terrain hit
- Remove unneeded logs
zigg scene hierarchy cleanup
Fixed viewmodel arms not getting tinted
Added ping leeway to GetReactionTime calculation
Bugfix: fix GamePhysics batched queries bugs
- Was incorrectly indexing the array of results
- GetIgnore(Vec3, float) was using a swept sphere instead of sphere overlap (like original code)
Tests: ran unit tests - they now pass
Temporarily throw some venom (bread) to the ground on snake death, until corpse/ragdoll is setup.
zigg jungle overgwrowth progress
Tests: Add missing layer for WaterVisibilityTrigger objects in WaterLevel tests
This now stressed the execution path for the submerged head in GetWaterInfo and shows I have a divergence. Will fix shortly.
Tests: ran all tests
Snake corpse.
Spawn corpse.
Additional fixes for Metal API
Boomerang now sticks into whatever it hits, creating a pickupable world object like any other projectile
Added placeholder snake venom item
Reaction time and chance to reposition tweaks
lerp direction changes rather than straight setting
Tweaked boomerang return arc
Fixed look rotation zero error on server projectiles
Update: making PlayerCache a server-only utility
- Made some tests server only
It's an intrusive collection (requires an int field on BasePlayer), and we only add it for server version of player. For now there's no need to generalize it anyway.
Tests: compiled in editor
Merge from softcore_update (deployable corpse preview, works on furnace, large wooden box and workbench 3)
Rebased from main
Merge from high_walls_skins
Fixed frontier icons not mip mapping
Set snake population biome to jungle