256,654 Commits over 4,018 Days - 2.66cph!
Update: move player transform cache updates to be first step of parallel player processing
- Bugfix - using Steam networking backend can have temporary outtages, which can cause gaps in processing and player cache desyncing
- also enables us to compose parallel flows better in the future
Tests: local editor session on craggy
New icon and inventory effects
- Fixed animation controller forcing exit time on catch
- Implemented some radius on the hit casts (gives some leeway on having to directly hit the target)
Make sure correct context local scope is pushed when running console command - Fixes incorrect TypeLibrary being used when running commands
added some volumes to stairs of zigg to help movement until final colliders
S2P
Update: add temp emergency disable of player job processing
- Only active on staging servers while I investigate the crashes
Tests: forced an error via debugger - confirmed fallback is working
Moved ContainerCorpse file to another folder
When spawning a deployable corpse, assign the building priv authorized players as the owners
This allows multiple players to access the loot of a deployable corpse
horse costume world model randomiser setup (currently not working, likely needs the proper lods)
Added the hinged doors entity in the jungle_ziggurat_security_entrance_b prefab
Random parts setup (material variations)
Burst cloth rig on horse costume
Add MovedObject patch operation, this operation tracks objects that have been reordered or moved to a different container.
Basic tests are passing now
Add complex generated GameObject diff/patch roundtrip tests
Most of them are passing, ordering seems to break sometimes
hinged doors for zigg security gates
Fixed client catch prediction (works well!)
Workbench 3 corpse ingredients
Recreate datatable and reset snapshot system on hotload for GOS - get sync vars working
Shockbyte and retro tcs corpse prefabs
Tests: move the PlayerCache stress test to it's relvant tests file and clean up
- commented out the expected-to-fail case
Tests: ran the tests
Dump the extrapolation. Implement full clientside pediction instead. Behaving sensible at 150-200ms ping
Make it so the player can sprint sideways
Update for Desal tank collision
Reordered some ViewModel code, use Holo for M4
Increased look at toggle command accuracy
merge from softcore_update
merge from softcore_update/bag_changes
Added Colliders for Water Treatment Tank
Initial chunk / rpcs, register sync vars
Unique ids for GOS, interface to share delta snapshot logic between net objects and GOS
Initial chunk / rpcs, register sync vars
Unique ids for GOS, interface to share delta snapshot logic between net objects and GOS
Some refactor and allow non-admins to use commands.
Desal tank collider update
Refactor some checks to use IsInCreativeMode instead of manually checking for all users or flag.
Clamp radius command distance.
Adding test piper nigrum files due to working in office this week (WIP - will clean up once finished)
drawcolliders now works in demos
Cleanup pass on all dart projectiles, removing disabled wooden model and centering correctly.
cherrypicking
116004 Clamped minimum lodbias to 0.5
cherrypicking
116141 HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
cherrypicking
116005 Weapon rack parachute NRE fix
zigg scene backup, relinked props to prefabs
fixed layer on IBC prefab, condensed the ibc_a prefab into a single object