249,466 Commits over 3,959 Days - 2.63cph!
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
Merge from world_update_2
Map update and Wooden Crate
Fix foundations not being placeable when the middle is clipping into terrain or rocks
- as long as one corner or edge of a foundation is still above the terrain, it will place
- still block placement if the foundation is completely under the terrain
- add new SocketMod_Grouping to control multiple socket checks (which is how it checks multiple points on foundation)
- applied to both square foundation and triangle foundation
Human: more skinning tweaks
Can punch stuff with phys
Slight shader adjustments
Tileset layering fixes, bounds calculated per-layer
Converted hill cliffs generation to PlaceCliffsUniform
Lowered LOD distances on all cliffs
Added TilesetComponent.LayerDistance
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add smoothness and specular reflectivity multipliers to splat base layers
re-exported viewmodel mesh fbx to face positive z
Always do light footstep particles
Added SFX for begin and end running state. Also added wooshing sfx and speed lines while in running state.
Better sprinting feedback, updated particles, Punch ability no longer starts in improper state. Fixed footstep particles spawning in the air sometimes.
Better feedback from punching, particles when swinging, punching cancels running speed.
Added SFX for Punching, Swinging, and Breaking Punchables
Added Punchable.IsBreakable so not all punchables can be destroyed
Case sensitive include (Linux compile fix)
Groundwork for PE changes
Particle browser with previews for Particle Editor
https://files.facepunch.com/rubat/2024/September16-554-RoughAsiansmallclawedotter.png
Added MovieMaker Library
Added Interactables, NPCs, and a basic CutsceneManager. Created a Test NPC with Test Cutscene.
Huge reword and restructure to radioactive items~
Any item can now be radioactive
Added new flag on containers to check if any radioactive material is inside before they end up having to count up all their rads. Only used on the ItemModContainerRads for the moment
BaseRadioactiveMaterial now declared
Extra comments
Huge code cleanup with clearer method names
Clean: removing overriden-but-not-really method from LootableCorpse
Tests: none, trivial change
Clean: simplifying ItemContainer.MarkDirty
Tests: none, trivial changes
Update: ModularVehicleInventory pools ItemContainer
- Had to cause it to discard MVI on server destroy to properly clean up pool containers. Can add MVI pooling later.
Tests: on craggy approached one of spawned vehicles, inserted pistons in the engine then blew up with c4. Pistons dropped, next spawned vehicle didn't have them. Telemetry had expected values.
only apply surface breaking drag to non-kinematic players
(fixes warning when DPV would submerge)
Quick change to rear ratchet
Defined limits.
Tweak strength and duration.
Update: ContainerIOEntity pools ItemContainer
- reimplemented inventory accessor to be backed by an explicit private var
Tests: spawned small rain collector, destroyed it - saw expected changes in telemetry
Prune unused child nodes during validation
Was doing this when removing links, but this would sometimes break graphs during deserialization
Poll rad amount inside container when opening
Centralised MaterialToRadsRatio inside Radiation.cs
Blockout of catapult (not functional yet)
sanity checking tools for non-convex mesh colliders
Update: ItemBasedFlowRestrictor pools ItemContainer
Tests: in editor on Craggy made fusebox mortal and shot it - saw ItemContainer returned to pool
Test Bench Gibs + Break on Destroy
Fix prefab references since files moved