250,302 Commits over 3,959 Days - 2.63cph!

4 Months Ago
Moving Platform Comp
4 Months Ago
Tileset layering fixes, bounds calculated per-layer
4 Months Ago
Converted hill cliffs generation to PlaceCliffsUniform
4 Months Ago
Lowered LOD distances on all cliffs
4 Months Ago
improvised shield
4 Months Ago
Added TilesetComponent.LayerDistance
4 Months Ago
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4 Months Ago
add smoothness and specular reflectivity multipliers to splat base layers
4 Months Ago
re-exported viewmodel mesh fbx to face positive z
4 Months Ago
Always do light footstep particles
4 Months Ago
Added SFX for begin and end running state. Also added wooshing sfx and speed lines while in running state.
4 Months Ago
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4 Months Ago
Better sprinting feedback, updated particles, Punch ability no longer starts in improper state. Fixed footstep particles spawning in the air sometimes.
4 Months Ago
Better feedback from punching, particles when swinging, punching cancels running speed.
4 Months Ago
Added SFX for Punching, Swinging, and Breaking Punchables Added Punchable.IsBreakable so not all punchables can be destroyed
4 Months Ago
Case sensitive include (Linux compile fix)
4 Months Ago
Groundwork for PE changes Particle browser with previews for Particle Editor https://files.facepunch.com/rubat/2024/September16-554-RoughAsiansmallclawedotter.png
4 Months Ago
Added MovieMaker Library Added Interactables, NPCs, and a basic CutsceneManager. Created a Test NPC with Test Cutscene.
4 Months 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
4 Months Ago
Clean: removing overriden-but-not-really method from LootableCorpse Tests: none, trivial change
4 Months Ago
Clean: simplifying ItemContainer.MarkDirty Tests: none, trivial changes
4 Months 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.
4 Months Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)
4 Months Ago
Quick change to rear ratchet
4 Months Ago
Defined limits. Tweak strength and duration.
4 Months 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
4 Months Ago
Prune unused child nodes during validation Was doing this when removing links, but this would sometimes break graphs during deserialization
4 Months Ago
4 Months Ago
new font
4 Months Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
4 Months Ago
Blockout of catapult (not functional yet)
4 Months Ago
sanity checking tools for non-convex mesh colliders
4 Months Ago
Update: ItemBasedFlowRestrictor pools ItemContainer Tests: in editor on Craggy made fusebox mortal and shot it - saw ItemContainer returned to pool
4 Months Ago
More rad dart wip
4 Months Ago
Test Bench Gibs + Break on Destroy Fix prefab references since files moved
4 Months Ago
Wobble Shader
4 Months Ago
Add more perf markers to nav agent
4 Months Ago
Actually punch in the direction player is facing instead of looking
4 Months Ago
Buffed radioactive water. Hazmat still more than enough protection
4 Months Ago
Punching now stops the player in-place and lunges them forward a bit
4 Months 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.
4 Months Ago
Jiggle Bone on the Hair
4 Months 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
4 Months 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).
4 Months Ago
TerrainFilter supports a radius TerrainTopologyMap.GetTopology checks an actual circle, not a square
4 Months Ago
Try this punch anim
4 Months Ago
Punch anims
4 Months Ago
Animgraph punch
4 Months Ago
Move DestroyBetweenRounds to GameLoop rules
4 Months Ago
Move sound emitter to a library, document it, add AutoStart prop