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

2 Years Ago
Clean: simplifying ItemContainer.MarkDirty Tests: none, trivial changes
2 Years Ago
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.
2 Years Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)
2 Years Ago
Quick change to rear ratchet
2 Years Ago
Defined limits. Tweak strength and duration.
2 Years Ago
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
2 Years Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
2 Years Ago
Blockout of catapult (not functional yet)
2 Years Ago
sanity checking tools for non-convex mesh colliders
2 Years Ago
Update: ItemBasedFlowRestrictor pools ItemContainer Tests: in editor on Craggy made fusebox mortal and shot it - saw ItemContainer returned to pool
2 Years Ago
More rad dart wip
2 Years Ago
Add more perf markers to nav agent
2 Years Ago
Buffed radioactive water. Hazmat still more than enough protection
2 Years Ago
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.
2 Years Ago
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
2 Years Ago
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).
2 Years Ago
TerrainFilter supports a radius TerrainTopologyMap.GetTopology checks an actual circle, not a square
2 Years Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
2 Years Ago
Drinking from a vessel now calls onItemAddedRemoved
2 Years Ago
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
2 Years Ago
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
2 Years Ago
Split into different 1st and 3rd prefabs because reasons. Movement improvements/fixes
2 Years Ago
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
2 Years Ago
Remove weird ass Visual Studio Code formatting
2 Years Ago
Can no longer splash players with radioactive water who are in safe zones
2 Years Ago
Vehicle fuel tank now supports radioactive water
2 Years Ago
world_update_2 -> radioactive_water
2 Years Ago
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
2 Years Ago
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2 Years Ago
Radiation dart initial placeholder prefabs
2 Years Ago
Merge from river-ocean-transition
2 Years Ago
Merge from map_slope_shading
2 Years Ago
merge from fix_god_fallbleed
2 Years Ago
merge from fix_locker_durability
2 Years Ago
merge from fix_chinookcrate_buildradius
2 Years Ago
More work on jungle ziggurat scene.
2 Years Ago
Merge from main
2 Years Ago
Increase bounds padding on elevator lift Scaffolding mesh collider is disabled while an elevator is in motion to prevent players clipping into them and getting dismounted
2 Years Ago
Halve the HLOD distance of both harbors
2 Years Ago
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2 Years Ago
Added mission points to divesite D, E, F so diving missions work
2 Years Ago
Allow blueprints to be learned directly from backpack
2 Years Ago
Set static planter wetness client side to full, might solve some flickering issues
2 Years Ago
Fixed extra material pass on small planter, both player placed and static versions
2 Years Ago
Merge from fog_motion_fix
2 Years Ago
Replaced a frequent vis check on FogMachine with a trigger volume when motion sensor mode is active, should result in no performance cost at all if no players are nearby Reduced the frequency from twice a second to once every 1s-1.5s
2 Years Ago
3rd person movement stuff
2 Years Ago
Allow wolves to perceive other NPCs through occluders, but not players
2 Years Ago
Have wolves prioritize players that attack them over animals they are hunting
2 Years Ago
Fix bug where wolves were faster than light