118,545 Commits over 3,987 Days - 1.24cph!
merge from softcore_update -> aux2
merge from upkeep_changes -> softcore_update
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
Set `use_door_upkeep_brackets = true` in softcore gamemode
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
Chicken costume burst cloth setup
Ensure rocks, torches and other starting items are never reclaimed
Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
removed unnecessary NoAlias attribute
fixes and tuning improvements
- corrected indexing mistakes that caused water to flow generally eastwards and slope angle to just be wrong
- water height threshold to stop ocean eroding seafloor
- sediment depositing uses timestep to help tuning be more consistent
- cleanup
Boomerang -> jungle_update
- Compile errors
- Recalculate bounds
Fixed some weird sticking issues with boomerangs. Explore some sticking behaviour with entities
Added AO and specular to Beenie Hat
merged from jungle_building_skin
Custom SMG - Narrowed 3P sight to match the 1P model