255,044 Commits over 3,990 Days - 2.66cph!
Corpse inventory saving/loading
Added workbench corpse
WIP motion editor rewrite
merge from terrain_ignore_grid
Added GibSimulator, tool to simulate gib physics in edit mode - helps creating container corpse prefab
Not tied to Gibbable for now, still wip
Include IsExplosion in DamageInfo conversions
Do hornet damage on host
Tweak hornet bounce math, prevent phys from changing orientation
Give hornet some stupid and wet sounds, fix alt fire
Track projectile owning player, ignore collisions based on that and not time
Update: FullServerDemo - try to handle transient(not in the savefile) Entities
- Record an entity snapshot once per demo chunk if sending specific messages - Positions, Flags, RPC(both server-sending and recieving)
- DemoTransientEntities are not sent if we've sent an entity snapshot via Entities message during active chunk
- Fixed not handling demo messages that can have 0 connections associated with it
- Fixed incorrectly aborting on "unknown" message type when types are related to demo-specific messages.
In theory this should allow us to avoid missing entities scenarios when playing back, which helps with determinism. But the server-recieving-RPC scenario needs more work - we record the transient snapshot after we recorded an RPC from the client, so I need to implement look-ahead in demo playback (or do what client demo playback does and index the demo).
Tests: on Craggy in editor recorded a full server demo where I'm looting a wood-collectible. During playback it spawns, but doesn't get removed
Adding chicken lay egg animation
Add Sandbox.Diagnostics global using
Inflict damage thru IDamageable.Damage extension, complain when we're doing silly things
Run fall damage on host
Do explosives on host
We don't want to Broadcast this
cinderblocks_02_blend mat updates
Merge from fast_debug_draw
Adding Hidden/DebugLine shader to always included shader list
tiger ledge attack anim exported with vertical motion again
Improve tiger leap timings
Perform gluon damage at intervals, not every frame (!)
Add infinite ammo cvar (sbdm.infammo)
Add BaseCarryable.OnEquipped/OnHolstered so that's more obvious
Streamline gluon networking, don't rpc the beam fx let everyone update that on their end
Cooking Workbench FX & Lighting WIP.
Fix NRE when unknown package
Fix charts not disposing their reference nicely
Prevent duplicate invites
Cherrypicked fireflickerfix.
Merge from fireflickerfix
Optimized cooking workbench texture settings/sizes.
Removed a couple of textures that weren't doing anything (flat)
Set AO to Linear.
Add item ownership when an item is upgraded into another item
- christmas presents
- easter eggs
- super stocking
- halloween candy
Set item ownership when item is researched inside research table
Leaderboard backup, run #
17717
Add item ownership for items produced by recycling other items
- uses the last player who opened the recycler
Refactor WildlifeTrap to use the existing `LastLootedByPlayer` field instead of storing new reference
Add `StorageContainer.LastLootedByPlayer` alongside the ulong `LastLootedBy` field
Merge from crafting_update
Set item ownership of items caught inside a fish trap
Rename digestion booster to metabolism booster
Fix compile error
Merge from crafting_update
Added digestion boost modifier to pork pie - increases the healing over time effect speed by 3x (how quickly the light green section of the health bar is filled in by actual health)
Add item ownership when fishing items with a fishing rod
Molotov fix & damage values normalized for 5 fireballs.
Petting gesture animation first pass (1p + 3p).
Assigned vision care effect to apple pie
Show ore sparkles at night while vision care modifier is active
Molotov fire consistency update
enemy wandering
blood_explosion
blood decal
addperk modify stat
hp/dash ui
xp bar
xp/perk wip
perk icons
perk tooltip
Tree x markers appear brighter when using the Vision Care effect
Fix osx IL2CPP compile error
- switch asset using statement from NUnit -> UnityEngine.Assertions