200,697 Commits over 4,171 Days - 2.00cph!
Whitelist doors as well (to make sure gates aren't blocking reskin)
merge from high_walls_skins
Whitelisted furnaces, building blocks and barricades
NRE fix
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Updated FGD files
Added logic_register_activator, logic_coop_manager, point_viewcontrol_multiplayer and point_viewproxy
Updated prop_vehicle_choreo_generic
merge from high_walls_skins
Block high wall spraycan reskinning if something is deployed on the wall and could be destroyed in the process
Show a toast indicating which entity is blocking the action
Updated FGD files
Added logic_register_activator, logic_coop_manager, point_viewcontrol_multiplayer and point_viewproxy
Updated prop_vehicle_choreo_generic
gantry pipe end flipped variation. updated textures too
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Fixed a server crash to do with keyvalues
Fix particles never appearing with debugger attached
Micro optimize Get_Entity
Make PLAYER:AddCleanup server only (Community Contrib)
Localize named Citizen NPCs
Fixed KEEP_ON_RECREATE_ENTITIES sharing value with other flag
Fixed a server crash to do with keyvalues
Fix particles never appearing with debugger attached
Micro optimize Get_Entity
Make PLAYER:AddCleanup server only (Community Contrib)
Localize named Citizen NPCs
Fixed KEEP_ON_RECREATE_ENTITIES sharing value with other flag
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Updated workshop OBJ models - Custom SMG, Sleeping Bag, Waterpipe Shotgun, Pump Shotgun, Double Barrel Shotgun, Work Boots, Tank Top, Collared Shirt, Sword, Bear Rug, Rug, Rocket Launcher, Rock
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Update: Split various tick validation functions into smaller loops
- Added a couple small extension utils to NativeList
This helps isolate code that we'll be able to run as Burst jobs - there's a bit more to split
Tests: Staging demo playback - got comparable results
Update: Adding last missing API - TickInterpolatorCache.TransformEntries
- added tests to cover it
Tests: ran unit tests
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