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123,976 Commits over 4,171 Days - 1.24cph!

1 Year Ago
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1 Year Ago
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
1 Year Ago
Reduce wood pile density by 40%
1 Year Ago
3rd person motion fixes, part 14
1 Year Ago
Reduce reload time
1 Year Ago
Merge: from main Tests: default editor build
1 Year Ago
rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
1 Year Ago
Clean: removing obsolete methods from Pool Tests: built all modes in editor
1 Year Ago
Cancel any active gesture immediately on death
1 Year Ago
shield prefab and adjusted metal value of texture
1 Year Ago
TerrainTopologyMap.GetTopology fix when getting topology in radius
1 Year Ago
Merge: from main Tests: editor build
1 Year Ago
Manifest
1 Year Ago
Merge: from itemcontainer_pooling Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
1 Year Ago
Scatter dart initial/placeholder setup
1 Year Ago
merge from world_update_2
1 Year Ago
Merge: from main Tests: editor compiled
1 Year 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.
1 Year Ago
Clean: removing redundant ItemContainer.Kill calls - Removed a comment since it became obsolete Returning to Pool will "Kill" them. Tests: None, trivial changes
1 Year Ago
merge from main
1 Year Ago
Restrict storage barrel being able to be placed deep inside the world layer
1 Year Ago
Merge from elevator_parenting_collision_improvements
1 Year Ago
Merge from main
1 Year 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
1 Year Ago
merge from fix_ramp_wall_placement -> main
1 Year 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
1 Year 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
1 Year Ago
merge from fix_foundation_terrain_placement -> main
1 Year Ago
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
1 Year 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
1 Year Ago
Cleanup
1 Year Ago
Finalized prefabs.
1 Year Ago
Converted hill cliffs generation to PlaceCliffsUniform
1 Year Ago
Lowered LOD distances on all cliffs
1 Year Ago
improvised shield
1 Year Ago
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1 Year Ago
add smoothness and specular reflectivity multipliers to splat base layers
1 Year Ago
re-exported viewmodel mesh fbx to face positive z
1 Year Ago
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1 Year 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
1 Year Ago
Clean: removing overriden-but-not-really method from LootableCorpse Tests: none, trivial change
1 Year Ago
Clean: simplifying ItemContainer.MarkDirty Tests: none, trivial changes
1 Year 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.
1 Year Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)
1 Year Ago
Quick change to rear ratchet
1 Year Ago
Defined limits. Tweak strength and duration.
1 Year 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
1 Year Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
1 Year Ago
Blockout of catapult (not functional yet)
1 Year Ago
sanity checking tools for non-convex mesh colliders