118,364 Commits over 3,987 Days - 1.24cph!
Update nearby vines when a tree respawns
Revert chair.static mount pose
Trail ready for mirrored orientation.
Even more orientation fixes.
Fix vines double spawning when loading
Vine swinging trees no longer immortal
Spawns an immortal stump entity when killed, stump will respawn the tree after 10s (wip obviously)
Will not spawn if a player is in proximity
Midair visibility WIP.
Texture optimiziation.
Slash instead of blunt dmg.
Improved bone positions so head stays up during run animation
Hierarchy changes to prevent burst cloth NREs in debugcamera
Game ObjectLOD burst cloth controller
Adjust skin id to fix conflict with main, unlock via the abyss pack
Ensure full river target count is placed outside jungle, in addition to any river candidates inside jungle
merge from softcore_update -> aux2
merge from upkeep_changes -> softcore_update
Set `use_door_upkeep_brackets = true` in softcore gamemode
RustNative update (jungle biome improvements)
Jungle biome now works on all map sizes
Jungle biome now less torn apart (mostly one continuous area)
Jungle biome now larger overall
Add extra phrase to show both building block and door upkeep brackets in the TC loot panel
Add support for doors to have their own upkeep brackets and calculate upkeep seperately in softcore mode
- store List<Doors> per building
- calculate different upkeep brackets for doors vs building blocks
- show both "10 blocks at 10%, 5 doors at 20%" in TC tooltip if doors are on the base
Placeholder values for door upkeep brackets
New: TickInterpolatorCache - a sparse, bulk TickInterpolator array
- Comes with it's own stress tests (they pass, but need to investigate perf)
- Depends on PlayerCache, but I need to modify it to provide more stability
Building block towards jobifying tick history processing.
Tests: ran unit tests
merge from softcore_update
merge from softcore_update
merge from softcore_update/deployable_corpse
Fixed corpses deploy check hitting themselves and preventing ground missing repositioning
merge from softcore_update -> aux2
merge from respawn_changes -> softcore_update
Potential fix for anims not being cancelled properly
merge from jungle_building_skin_merge
Added a new filtering mode for DeployVolume.Check, allowing us to ignore specific types
Container corpses now ignore the DebrisEntity type, this was preventing them to spawn in some cases
Only merge backpack partial stacks if something is taken from the backpack for the reclaim system
Make backpack dropped on death if not reclaimed instead of staying on the corpse
- backpack still stays on player if you are wounded in softcore (to enforce reclaim of backpack contents)
Move drop backpack to `WoundedStartSharedCode()`
Fix drop backpack for wounding not being called when the player is set to crawling
Make sure "drop backpack on death" is only called when they die and not when they are wounded
- no change to behavior, fixes convars for "drop backpack on death vs wound"
Removed OnDied(null) in BaseCombatEntity AdminKill, was added when refactoring corpses spawning
merge from softcore_update
merge from softcore_update/deployable_corpse
Handle all default items, not just rocks and torches
Corpse spawning checks fixes