249,466 Commits over 3,959 Days - 2.63cph!
Add more perf markers to nav agent
Actually punch in the direction player is facing instead of looking
Buffed radioactive water.
Hazmat still more than enough protection
Punching now stops the player in-place and lunges them forward a bit
Update: DroppedItemContainer pools ItemContainer
Tests: spawned a wooden box, added rock and torch, destoyed it with AK. Looted the dropped container, it disappeared. Saw the uptick and downtick in telemetry when expected.
Reworked ItemModContainerRads to only cache rad updates on item added/removed
Should improve reliability whilst also preventing checks on OnDirty providing a decent performance increase
Bugfix: Avoid dangling ItemContainer reference on Clear.
- ItemContainer.Clear now removes items immediately, rather than deferring them to ItemManager's removal queue
- Callbacks are also invoked earlier, before the ItemManager's removal queue pumping
- Instead of sending out per-item ItemContainer-MarkDirty events, we only do 1 for all
- ItemContainer.Kill also clears onPreItemRemove and parent
This prevents a pooling bug where we recycle ItemContainers in same frame before ItemManager removal queue being pumped. It would lead to "invisible" items occupying the inventory.
Tests: Spawned a wooden box, filled it up with stuffs, destroyed it - dropped container spawned with inventory(instead of dropping on the ground). Looting it caused it to despawn(instead of stay in the world).
TerrainFilter supports a radius
TerrainTopologyMap.GetTopology checks an actual circle, not a square
Move DestroyBetweenRounds to GameLoop rules
Move sound emitter to a library, document it, add AutoStart prop
Ensure ItemModConsumeContents also calls onItemAddedRemove
Bit more organization, create lib
Punchable no longer scales collider, only visual
Drinking from a vessel now calls onItemAddedRemoved
Can punch Punchables, added some punchable benches to the scene
Folder structure cleaned up, reorganized
Create test bench prefab (as a punchable)
Start on Punch Ability. Renamed player prefab to prevent conflicts
Created GameManager prefab
Add utility to blur out the menu system's background, per-page
Bugfix: don't invalidate ItemModContainer's availableSlots
- Also restricted access to availableItems to prevent future accidents and make it easier to reason about list's lifetime.
This is my bug - Pooling resets available slots on ItemContainer, so if they're shared by ref - original source gets nuked.
Tests: got ak47 with ext mag, dropped it, it despawned, spawned new one, tried to put rock into gear slots - it got rejected
More coin stuff and basic ui
Improve settings entry UI
Add settings button to pause screen now that it's not on every single page
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
Fix Camera staying zoomed when walking away from a wall
Made the Camera a bit more smooth and less jittery
Split into different 1st and 3rd prefabs because reasons.
Movement improvements/fixes
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg:
ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
incendiary grenade model and textures
Remove weird ass Visual Studio Code formatting
Can no longer splash players with radioactive water who are in safe zones
Vehicle fuel tank now supports radioactive water
world_update_2 -> radioactive_water
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
Remove libstates
Add libstates as a submodule
Update libstates
Use GameObject.Clone instead of GetPrefabScene
Fix #16 for NetworkSpawned objects
Leaving note about pLayer->OverrideFrustum
Fix stylesheet multiple watchers, add test assuring that updating stylesheet removes older styles
Fix not removing shadows when resetting styles
This optimization is bullshjit
IsDefault doesn't need ToLower
Radiation dart initial placeholder prefabs