224,985 Commits over 3,714 Days - 2.52cph!

7 Years Ago
Local view shake with falloff on RPG explosion. Added GetEntitiesInRadus
7 Years Ago
Player command refactor, added pooling support and generally cleaned up Radial menu support for nested commands (WIP)
7 Years Ago
Remove explosion view shake test, do it properly
7 Years Ago
Broadcast explosion, test view shake
7 Years Ago
Rocket launcher wip
7 Years Ago
OSX/GLCore gamma-related darken fix candidate
7 Years Ago
Always show start game/join server, even when in game (reveals crash bug)
7 Years Ago
Fixed weapon selection
7 Years Ago
Remove inspector files Set up Coherent debuggibg paths Inspector, right folder vue templates can include other components Cleanup
7 Years Ago
Commit to update
7 Years Ago
WIP healer model cleanup some unit skinning/ rig adjust metalic map on shooter, burner, slasher rerender icons
7 Years Ago
Better spawn handler density enforcement
7 Years Ago
small backpack fbx/materials/textures/prefab etc
7 Years Ago
Larger coastal player spawn areas
7 Years Ago
part one of new CombatAction system for breaking attacks into separate swappable actions. Broke old actions into seperate actions, Attack.Process now creates a list of CombatActions to be executed
7 Years Ago
Data
7 Years Ago
Refactoring ability target modes so we can better control radial commands in any given context
7 Years Ago
Game info UI hides when changing scene
7 Years Ago
Pause on lose focus
7 Years Ago
Radial menu revamp WIP
7 Years Ago
Can now browse leaderboards with no entries GlobalAroundUser leaderboards now default to Global if no entries exist
7 Years Ago
Eliminated ~300B of GC allocs whenever a randomized sound was played
7 Years Ago
Profiling
7 Years Ago
Fixed being able to drag notifications while not in a replay
7 Years Ago
Eliminated GC allocs from effect instantiates (IEffect.SetupEffect) Eliminated GC allocs from effect weapon bone parenting (EffectParentToWeaponBone) Eliminated GC allocs when switching resource stages (StagedResourceBreakEffect)
7 Years Ago
Pause transition cleanup ActivityNotificationElement layout fixes
7 Years Ago
moved the helper functions out of Attack into AttackUtils Attack.Process() now returns a list of placeholder base CombatAction steps
7 Years Ago
Agent routines exit early when unit is dead or disabled Removed OnEnabled / OnDisabled in EntityComponent
7 Years Ago
reorganised combat script folders
7 Years Ago
wip new combat changes, deleted AttackGrabSO and merged with AttackBasicSO, started working towards component/action based attack setup
7 Years Ago
removed some duplication functionality across attack defs before starting new combat setup
7 Years Ago
Supermarket progress
7 Years Ago
some combat cleanup, deleted now unused code/files
7 Years Ago
Generate roof collision / mesh for building
7 Years Ago
__Generated__.cs is now {AddonName}.Generated.cs Make sure you delete all __Generated__.cs
7 Years Ago
Temporary fix for recent combat errors
7 Years Ago
Updated collisions on bear headress view
7 Years Ago
Split off mesh tangent solver
7 Years Ago
fixed anim glitch when cooking meat where it wouldnt return to to idle
7 Years Ago
Component list on entity debug panel now displays if a component is enabled or disabled
7 Years Ago
Fixed corpse component not getting set to enabled on a load, this was breaking butcher interaction
7 Years Ago
Various refactoring to alleviate issues with items and ItemContainers. Still needs proper testing so this commit likely has bugs. Includes: - Added differentiation between TAKING from ItemContainer and FINDING (getting info) in inventory. - Fixed: ItemContainer's Find method was removing inventory items if the stack had to be split. - Added protection for items containing more than maxAmount or less than 1. - Fixed: Guns allowed items with 0 amount, where nothing else allowed below 1. - New helper methods in ItemEx for consolidating items into stacks. - New helper method in ItemEx for creating any amount of an item, respecting maxAmount and creating multiple if needed. - Added warning in ItemManager if CreateItem is called with an amount > maxAmount, causing the amount to be clamped. - Removed old methods in Item that did nothing or were unused.
7 Years Ago
Added a corpse data type to track corpse states Fixed Unit not not ragdolling if dead on loading Added a corpse debug panel Better Load logic on corpse to replicate the state of the corpse on save, still some outstanding issues
7 Years Ago
More minor shop stuff
7 Years Ago
Minor shop commit, working on something else
7 Years Ago
Added some null checks to machine processes to protect against bad entities being passed in Fixed CorpseCooked activity named incorrectly in code, was throwing an exception after cooking meat Enabled ItemAttachments component on stick item, was disabled and preventing cooking (still had data for meat and fish, so presumably was enabled at some point)
7 Years Ago
Oops
7 Years Ago
Fixed lr300 sounds
7 Years Ago
lr300
7 Years Ago
Update hotload