121,034 Commits over 4,018 Days - 1.26cph!
DBS - Updated shotgun 3P rigged model with missing sights from 1P (fbx only, prefab is broken)
Optim: replace couple managed loops with a burst job
Tests: none, trivial changes
Add slow acceleration to croc fleeing
Temporarily remove croc swim sprint noise
- Prevent croc from fleeing back to water but charging again right after
- Croc accelerates slowly when charging through water, instead of going at top speed the moment it gets in water
- Have croc start swim attack from further away, looks better on hit and prevent weird misses
merge from softcore_update -> aux2
merge from tc_changes -> softcore_update
Further improve croc water transition
Fix height snap when croc goes in and out of water
Added new spec texture for leather gloves, adjusted material to use existing AO texture
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Set spawned lock on corpse to the "Lock" slot
- fixes lock not respawning after deployable is broken and repaired 2x
- fixes codelock not preventing looting of box after corpse is repaired
Rename entity -> lockEntity
merge from softcore_update -> tc_changes
Reduce croc health slightly
Merge: from parallel_validatemove
- buidlfix
Tests: build client and server in editor
Buildfix: move ValidateTransformCache to SERVER region
- also fixed missing Profiler.EndSample()
Tests: built client and server in editor
Merge: from parallel_validatemove
- Adds error checking to UsePlayerUpdateJobs 1 mode and graceful disable to avoid crashes to help with investigation
Tests: ran parallel mode in editor on craggy with a couple debugger-forced emergencies
Fix crocodile missing attacks a lot, but still ensure belly flop attack can be dodged
Merge: from main
Tests: none, trivial merge
Clean: promote server var to a const
- no codegen since I didn't do one when I added this
It's temp code, but it makes things safer while I investigate, so no reason to disable it at runtime
Tests: none, trivial change
Bugfix: purge player cache when player update jobs has emergency shutdown
Allows to restart player update jobs cleanly in the same session
Tests: in editor with debugger forced an emergency scenario, confirmed the cache was empty and rebuilt
fix rasterization of manually double-sided LOD3s
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)
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
hinged doors for zigg security gates
Fixed client catch prediction (works well!)
Workbench 3 corpse ingredients
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