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

1 Year Ago
Update: ItemBasedFlowRestrictor pools ItemContainer Tests: in editor on Craggy made fusebox mortal and shot it - saw ItemContainer returned to pool
1 Year Ago
More rad dart wip
1 Year Ago
Add more perf markers to nav agent
1 Year Ago
Buffed radioactive water. Hazmat still more than enough protection
1 Year 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.
1 Year 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
1 Year 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).
1 Year Ago
TerrainFilter supports a radius TerrainTopologyMap.GetTopology checks an actual circle, not a square
1 Year Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
1 Year Ago
Drinking from a vessel now calls onItemAddedRemoved
1 Year 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
1 Year Ago
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
1 Year Ago
Split into different 1st and 3rd prefabs because reasons. Movement improvements/fixes
1 Year Ago
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
1 Year Ago
Remove weird ass Visual Studio Code formatting
1 Year Ago
Can no longer splash players with radioactive water who are in safe zones
1 Year Ago
Vehicle fuel tank now supports radioactive water
1 Year Ago
world_update_2 -> radioactive_water
1 Year Ago
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
1 Year Ago
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1 Year Ago
Radiation dart initial placeholder prefabs
1 Year Ago
Merge from river-ocean-transition
1 Year Ago
Merge from map_slope_shading
1 Year Ago
merge from fix_god_fallbleed
1 Year Ago
merge from fix_locker_durability
1 Year Ago
merge from fix_chinookcrate_buildradius
1 Year Ago
More work on jungle ziggurat scene.
1 Year Ago
Merge from main
1 Year 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
1 Year Ago
Halve the HLOD distance of both harbors
1 Year Ago
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1 Year Ago
Added mission points to divesite D, E, F so diving missions work
1 Year Ago
Allow blueprints to be learned directly from backpack
1 Year Ago
Set static planter wetness client side to full, might solve some flickering issues
1 Year Ago
Fixed extra material pass on small planter, both player placed and static versions
1 Year Ago
Merge from fog_motion_fix
1 Year 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
1 Year Ago
3rd person movement stuff
1 Year Ago
Allow wolves to perceive other NPCs through occluders, but not players
1 Year Ago
Have wolves prioritize players that attack them over animals they are hunting
1 Year Ago
Fix bug where wolves were faster than light
1 Year Ago
Reduce the speed at which wolves eat a corpse
1 Year Ago
Add more ai debug toggles to rust editor
1 Year Ago
Optimize wolf path following, 60% speed boost Set a IsNavMeshReady bool to avoid calling agent.isOnNavMesh / agent.updateRotation / agent.isStopped once the navmesh is ready Cache transform to avoid doing .transform multiple times, micro-optimization but significant for hundreds of wolves
1 Year Ago
Prevent building around the chinook hackable locked crate. Uses same radius as patrol helicopter crates.
1 Year Ago
Fixed bug where lockers didn't have durability, and wouldn't subtract their condition when picked up.
1 Year Ago
Movement improvements.
1 Year Ago
Fixed bug where admins in god mode take 1 bleed damage on fall
1 Year Ago
Fixed paddling and above ground pools showing power usage 0
1 Year Ago
merge from localization