120,894 Commits over 4,018 Days - 1.25cph!
merge from softcore_update/deployable_corpse
Fixed corpse data request issues
Cleanup
Add texture streaming support to indirect instanced rendering
Test shelves - added small wall mounted shelf and big wall mounted shelf (using ali's prefab and the standart shelf prefab respectively for now)
merge from softcore_update
merge from softcore_update/deployable_corpse
Enabled condition on TCs, so their corpses can be picked up broken
Fixed corpse pickup an open interaction using CanBuild instead of IsAuthed
merge from softcore_update
merge from softcore_update/deployable_corpse
Fixed corpses not being oriented properly when falling
Updated workshop OBJ models - Water purifier, Garage Door, Vending machine, Long Tshirt, Tshirt, Reactive Target, Table, Stone Hatchet, Stone Pickaxe, Spinning Wheel, Thompson, MP5
Update: translate ValidateMove to batched ValidateMoves
Internally it's the same logic for now, as I've yet to properly intergrate TickInterpolatorCache and need to convert a lot of internal methods
Tests: played back staging demo - got same numbers and no new errors
merge from softcore_update
merge from softcore_update/deployable_corpse
Added ignoredEntity support to DeployVolumeOBB, fixes corpses hitting themselves when looking for valid pos
Show the placement error when attempting to repair a corpse on an invalid pos
Fixed sleepers not blocking corpse repairing
Cleaner checks
Update: made some caches stable across frames
Tests: played back staging demo - no new errors and stats match expected
Corpses landing on invalid positions aren't killed anymore, they're just not repairable
This prevents loot from being destroyed
Clean: simplify call
Tests: none, trivial change
wall shelf deployable for Mauro
Merge: from parallel_validatemove
Tests: none
Merge: from parallel_validatemove
- bugfix for invalid transforms in the cache - fallout from previous bugfix
Tests: played back staging demo - counts as expected and no more errors about transform cache inconsistency
Bugfix: fix transform cache rebuild loop
Previously threw away dirty indices too early, missing on some player cache changes
Tests: played back the staging demo - no more error logs about transfomr cache inconsistency
Update: consolidate debug logic
- Also ValidatePlayerCache fixed to actually check for native-null players
I'm hoping I won't need this after tomorrow, but keeping it fixed to use for testing on staging for a bit
Tests: ran through the staging demo - notifced it's picking up an issue from the prev merge, will fix shortly
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Testing vertical storage, replacing shelves and dropbox for now
Set all corpses repair costs to match repair bench repairing costs
Merge: from parallel_validatemove
Tests: none, no conflicts
Smaller workbench 3 corpse
Players do not collide with deployable corpses anymore
Merge: from parallel_validatemove
- Bugfix for null players in PlayerCache causing UsePlayerUpdateJobs to get disabled
Tests: played back staging demo - got similar results
Clean: fixing broken whitespaces that I spotted with the merge
Tests: none, trivial change
Merge: from main
Tests: none, no conflicts
Bugfix: PlayerCache now tracks players that are removed from the server
Original impl left a space where it could miss some of the players, leading to rogue nulls.
Tests: played back staging demo - had same numbers
Corpses can be picked up, gives you the associated item with 0 health
Owners can now open container corpses to retrieve the loot without repairing
Merge: from parallel_validatemove
Tests: none (resolved into dest version)
Update: adapted code to PlayerCache change
- FinalizeTickParallel now uses `player.StableIndex` as indirection, instead of iterator index
- Updated validation checks
- Transform caching job now checks for invalid transform accessses
Tests: ran all relevant unit tests, played back staging demo - got comparable numbers
merge from softcore_update
Trying out some gameplay changes
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Added newly baked AO to tshirt materials