userJake_Richcancel

4,145 Commits over 1,219 Days - 0.14cph!

2 Years Ago
Configure a List<Gameobject> to hide & show when backpack is selected instead of specific gameobjects
2 Years Ago
Fix manual merge
2 Years Ago
Merge from main -> hackweek_backpacks_2
2 Years Ago
▆▅▍▋ ▋█▉ ▋▊▌ "▆▆▍▇▊ ▊▊▍ ▍▇ ▄▌▇█▍" ▅▄▄▋▊▇▌▌▌▅█
2 Years Ago
Add ServerRPC with 6 arguments Include "if backpack is open" bool when right clicking items since the client doesn't actually loot the backpack when "opening" it Implementing ideal container for backpack so right clicking items will go to backpack when it is open
2 Years Ago
Drop backpack when you are wounded or die Move "DropBackpack" method from PlayerBelt on client to PlayerInventory and work both on client or server
2 Years Ago
Show backpack inventory when selecting the backpack Add `hideSelectionPanel` to `ItemDefinition` to prevent the center panel from showing for certain items (aka backpacks) Add new itemcontainer type: `BackpackContents` Allow players to move items into their backpack from within their inventory Add backpack panel to UI where the player is
2 Years Ago
Add `PlayerInventory.GetAllWornItems()` to handle backpack having it's own ItemContainer but still worn Add backpack container to CRC hash when switching clothing Taadaa now it shows on your back!
2 Years Ago
Prevent held entities from parenting to backpacks (rock attachment is cool but no thanks)
2 Years Ago
Hold E to pickup backpack instead of opening the radial menu
2 Years Ago
Ideal container when picking up and right clicking backpack
2 Years Ago
Change ability to loot in world from `ItemModWearable.backpack` to `ItemModContainer.canLootInWorld` Add `ItemModBackpack` instead of `bool backpack` in `ItemModWearable` Only allow backpack to have items added to it when it is dropped in the world (via canAcceptItem so cheats can't bypass it)
2 Years Ago
Add crafting recipe for small backpack
2 Years Ago
Remove "move items from backpack container to backpack item"
2 Years Ago
Add buoyancy point to fix buoyant dropped items
2 Years Ago
Added ability for items to inherit the player's rotation (so backpacks always face away from the player when dropped)
2 Years Ago
Add `buoyancy` option to WorldModel that will add Buoyancy script and assign the rigidbody Switch RendererLOD to LodGroup for smallbackpack worldmodel Fix empty backpack not accepted in backpack slot PLay zipper sound when backpack is dropped but not quite working
2 Years Ago
Add yellow & orange variants of small backpack (via different textures)
2 Years Ago
Add zipper sound when dropping backpack Allow empty backpacks inside normal inventory & chests
2 Years Ago
Add blue backpack icon the backpack item (instead of saddle bag placeholder)
2 Years Ago
Add backpack button to drop backpack on the '~' key (backquote) Must hold button for >0.5s Change backpack to resizable loot panel (from generic) Change test backpack size to 24
2 Years Ago
Cherrypick 85726 (water NRE in editor)
2 Years Ago
Don't UpdateRenderTarget when the editor is paused (throws NREs)
2 Years Ago
Reimplement inventory slot for backpack
2 Years Ago
Change backpack container to a dedicated slot for the backpack instead of the contents of the backpack
2 Years Ago
Merge from hackweek_backpacks -> hackweek_backpacks_2
2 Years Ago
Increase stacksizes of water electric components to normalize with increases when durability was removed Water pump 1 -> 3 Water purifier 1 -> 3 Fluid switch 1 -> 5
2 Years Ago
Fix so it works when you are making straight connections with no points in between
2 Years Ago
When disconnecting wires & industrial pipes it will resume the pipe from it's last position, allowing you to reconnect
2 Years Ago
#UNITY_EDITOR fixes
2 Years Ago
Fix instanced meshes with 0 count writing 0 index & the culling system reading "0-700k" as the range for that mesh Change `sliceIndexes` from a uint to a struct that has `startIndex` and `length` instead of reading the next index Rename `sliceIndexes` -> `renderSlices` Rename `sliceLengths` -> `sliceCounts`
2 Years Ago
Reconvert building blocks for instanced rendering Mark roofs & windows as "global networked" (again?)
2 Years Ago
Start removing instanced rendering configs from non building block entities
2 Years Ago
Move culling mesh counts to GPUCulling class Remove all workshop skin support since it is causing issues & we can do it properly later
2 Years Ago
Change test_instanced_culling to spawn prefabs in a predetermined grid shape to identify patterns of meshes that fail to display / disappear
2 Years Ago
Increase gc.buffer default to 4096 in the editor so big maps don't take forever to load
2 Years Ago
Update DrawCall buffer from CPU every frame for stability Fix typo in GPUBuffer<> wrapper
2 Years Ago
Refactor & organize computebuffers with GpuBuffer<T> wrapper to ensure type safety & standardize the way computebuffers are expanded & created Always clear the full memory of a ComputeBuffer when it is created Default copy the existing ComputeBuffer over to the new one when expanding it
2 Years Ago
Write the entire DrawCall array to the ComputeBuffer when it expands
2 Years Ago
Some more cleanup Turns out the fix for clearing buffers somehow got undone which explains all the strange behavior I was seeing
2 Years Ago
Write IndirectArgs inside a separate compute shader Fix submeshes not having their indirect args properly offset Refactor to clean up compute shaders Clear temp buffer before culling
2 Years Ago
Adding some debug while chasing down building blocks being rendered with the wrong mesh
2 Years Ago
Fix flickering by using a separate buffer in the middle of culling & clearing separate buffer with a separate compute shader Small refactoring of compute shaders
2 Years Ago
Cherrypick 85500 & 85501 (2021 compile fixes & remove BeginWrite)
2 Years Ago
Define ComputeBuffer mode in seperate class Remove `BeginWrite()` and `EndWrite()` because it magically doesn't work and the one ComputeBuffer still using it is pretty small anyways
2 Years Ago
2021 compile fixes
2 Years Ago
Update global_networked_bases/2021
2 Years Ago
Merge gpu_culling into global_networked_bases
2 Years Ago
Copy original computebuffer when expanding cells
2 Years Ago
Handle meshes that don't have a shadow proxy