userJake_Richcancel

3,943 Commits over 1,035 Days - 0.16cph!

Today
merge from softcore_update -> aux2
Today
merge from upkeep_changes -> softcore_update
Today
Set `use_door_upkeep_brackets = true` in softcore gamemode
Today
Add extra phrase to show both building block and door upkeep brackets in the TC loot panel
Today
Add support for doors to have their own upkeep brackets and calculate upkeep seperately in softcore mode - store List<Doors> per building - calculate different upkeep brackets for doors vs building blocks - show both "10 blocks at 10%, 5 doors at 20%" in TC tooltip if doors are on the base Placeholder values for door upkeep brackets
Today
merge from softcore_update -> aux2
Today
merge from respawn_changes -> softcore_update
Today
Only merge backpack partial stacks if something is taken from the backpack for the reclaim system
Today
Make backpack dropped on death if not reclaimed instead of staying on the corpse - backpack still stays on player if you are wounded in softcore (to enforce reclaim of backpack contents)
Today
Move drop backpack to `WoundedStartSharedCode()`
Today
Fix drop backpack for wounding not being called when the player is set to crawling
Today
Make sure "drop backpack on death" is only called when they die and not when they are wounded - no change to behavior, fixes convars for "drop backpack on death vs wound"
Today
Handle all default items, not just rocks and torches
Today
Ensure rocks, torches and other starting items are never reclaimed
Today
Today
Don't reclaim loot when respawning if the player is F1 killing - ignore situations where you are F1 killing after being wounded
Today
Fix 100% of clothing being reclaimed on death instead of 0% of clothing
Today
merge from softcore_update -> respawn_changes
Today
merge from softcore_update -> aux2
Today
merge from tc_changes -> softcore_update
Today
Set spawned lock on corpse to the "Lock" slot - fixes lock not respawning after deployable is broken and repaired 2x - fixes codelock not preventing looting of box after corpse is repaired
Today
Rename entity -> lockEntity
Today
merge from softcore_update -> tc_changes
4 Days Ago
Fix sleeping bag corpses spawning their own corpse so they could never truely be destroyed
4 Days Ago
Create sleeping bag corpse as a variant of the normal sleeping bag prefab - keeps all respawn prefab setup identical
4 Days Ago
Fix corpse not being spawned from `ent kill` after refactor
4 Days Ago
Fix compile errors
4 Days Ago
Reassign all the corpse references since the field name was changed
4 Days Ago
Refactor / rewrite so that corpses are dropped from `BaseCombatEntity` instead of `StorageEntity` - rename methods like `DropCorpse()` -> `DropDeployableCorpse()` - keep it seperate from normal animal & player corpse code
4 Days Ago
Add support for sleeping bags corpses to be destroyed after a player spawns on them
4 Days Ago
merge from tc_changes -> softcore_update
4 Days Ago
Save the codelock & keylock on deployable corpses - respawn codelock / keylock when the deployable is repaired
4 Days Ago
Update TC corpse prefab with simulated gibs - still needs some love but looks better
4 Days Ago
merge from softcore_update -> tc_changes
4 Days Ago
merge from softcore_update -> aux2
4 Days Ago
Fix `RemoveFractionOfContainer()` method getting removed in the merge
4 Days Ago
merge from respawn_changes -> softcore_update
4 Days Ago
merge from softcore_update -> respawn_changes
4 Days Ago
merge from softcore_update -> respawn_changes (before the merge from main)
4 Days Ago
Change DroppedItemContainer to use the same `RemoveFractionOfContainer()` method that softcore uses - expose static function for moving multiple containers into a single inventory inside DroppedItemContainer - also change ContainerCorpse to point to the same static function that the DroppedItemContainer uses - remove default destroyPercent of 0, force it to be supplied to the method
5 Days Ago
Refactor ContainerCorpse to use `RemoveFractionOfContainer()` so all "remove fraction of items from inventory" methods share the same logic
5 Days Ago
Add ability for `RemoveFractionOfContainer()` to take out different percentage than 50% Fix it not looping backwards since it's iterating while removing items Fix single stack items not being removed from source container
5 Days Ago
Refactor so `RemoveFractionOfContainer()` method is moved from softcore gamemode -> ItemContainer
5 Days Ago
merge from respawn_changes -> softcore_update
5 Days Ago
Fixed CLIENT compile error
5 Days Ago
Try to merge all partial stacks of items inside the main inventory of the corpse before trying to move backpack items into it - reduces times we spawning backpack contents sack on the ground
5 Days Ago
Fix reclaim backpack contents going into main inventory when respawning instead of backpack
5 Days Ago
Fixed missing pooling for List<Item> (missed from stash)
5 Days Ago
Fix pooling missed for Dictionary<ItemDefinition,float>
5 Days Ago
Refactor to `ItemContainer.MoveAllItems()` so any time we are trying to move all items from container -> container we don't skip items or throw errors for looping while items are removed