128,740 Commits over 4,140 Days - 1.30cph!
Fix being able to put locks on deployable corpses (it didn't do anything but good to fix)
merge from softcore_update
merge from softcore_update/deployable_corpse
Fixed vending machine gibs not using skins
Combined gibs mesh for all corpses
Cleanup, fixes
Mesh combiner now supports meshes with different materials, creates one submesh per material
Added tool to automate corpse gibs mesh combining (took me way more time than doing all of them by hand, classic)
Removed GibsSimulator component on retro tc corpse (editor component)
Added vending machine corpse
First pass of jungle color grade (not applied, needs a script amendment)
Also first pass of jungle climate settings (probably gonna need an elevation multiplier for aerial density)
merge from high_walls_skins
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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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
gantry pipe end flipped variation. updated textures too
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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