156,565 Commits over 4,536 Days - 1.44cph!

2 Years Ago
Update: Bringing back Item pooling - Added a couple extra fields that were missed Still need to reproduce the NRE we encountered earlier. Tests: built all modes in editor. Spawned an AK, put an ext-mag on it, threw away to despawn, spawned a new one - didn't have attachments
2 Years Ago
Updating EAC setup / launcher
2 Years Ago
Added frontier hazmat_hitboxSystem to BurstClothTestbed scene Added mocap sample clips Improved hierarchy of cinematic prefab for Paddy
2 Years Ago
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
2 Years Ago
Improved PlaceCliffsUniform randomization
2 Years Ago
Fixed river / ocean transition terrain issues
2 Years Ago
Final'ish - pending IK fix script.
2 Years Ago
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2 Years Ago
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
2 Years Ago
Reduce wood pile density by 40%
2 Years Ago
3rd person motion fixes, part 14
2 Years Ago
Reduce reload time
2 Years Ago
Merge: from main Tests: default editor build
2 Years Ago
rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
2 Years Ago
Clean: removing obsolete methods from Pool Tests: built all modes in editor
2 Years Ago
Cancel any active gesture immediately on death
2 Years Ago
shield prefab and adjusted metal value of texture
2 Years Ago
TerrainTopologyMap.GetTopology fix when getting topology in radius
2 Years Ago
Merge: from main Tests: editor build
2 Years Ago
Manifest
2 Years Ago
Merge: from itemcontainer_pooling Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
2 Years Ago
Scatter dart initial/placeholder setup
2 Years Ago
merge from world_update_2
2 Years Ago
Merge: from main Tests: editor compiled
2 Years Ago
Update: Assertions to catch leaking ItemContainer on init - Removed lazy cleanup on init - due to Load-Init flow it's dead code - Removed a redundant ItemContainer.Clear call Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
2 Years Ago
Clean: removing redundant ItemContainer.Kill calls - Removed a comment since it became obsolete Returning to Pool will "Kill" them. Tests: None, trivial changes
2 Years Ago
merge from main
2 Years Ago
Restrict storage barrel being able to be placed deep inside the world layer
2 Years Ago
Merge from elevator_parenting_collision_improvements
2 Years Ago
Merge from main
2 Years Ago
Fix Scene2Scene process running HLOD generation 3 times when generating prefabs and scenes Only run the first bake, subsequent HLODBounds generation calls will use cached mesh and materials (still runs everything else) Needs to be implemented when calling the S2P generation methods (see HLODBounds.ResetMultiBake in SceneToPrefab
2 Years Ago
merge from fix_ramp_wall_placement -> main
2 Years Ago
Fix wall placed beside ramp not able to be replaced after it's destroyed - applies to all walls: full size, half size, doorway, frame, window & low wall - https://files.facepunch.com/jakerich/iojYkzF7bnBKc9Sp/b0nGqYrAiPHtL3Zz.jpg
2 Years Ago
Rework UnwrapBakers final asset output process to update and resave assets instead of deleting and recreating assets Fixes Scene2Scene workflow missing HLOD meshes because subsequent runs would delete the assets, losing their connection
2 Years Ago
merge from fix_foundation_terrain_placement -> main
2 Years Ago
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
2 Years Ago
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
2 Years Ago
Cleanup
2 Years Ago
Finalized prefabs.
2 Years Ago
Converted hill cliffs generation to PlaceCliffsUniform
2 Years Ago
Lowered LOD distances on all cliffs
2 Years Ago
improvised shield
2 Years Ago
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2 Years Ago
add smoothness and specular reflectivity multipliers to splat base layers
2 Years Ago
re-exported viewmodel mesh fbx to face positive z
2 Years Ago
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2 Years Ago
Case sensitive include (Linux compile fix)
2 Years Ago
Groundwork for PE changes Particle browser with previews for Particle Editor https://files.facepunch.com/rubat/2024/September16-554-RoughAsiansmallclawedotter.png
2 Years Ago
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
2 Years Ago
Clean: removing overriden-but-not-really method from LootableCorpse Tests: none, trivial change