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3,925 Commits over 1,035 Days - 0.16cph!

8 Days Ago
Move drop backpack to `WoundedStartSharedCode()`
8 Days Ago
Fix drop backpack for wounding not being called when the player is set to crawling
8 Days Ago
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"
8 Days Ago
Handle all default items, not just rocks and torches
8 Days Ago
Ensure rocks, torches and other starting items are never reclaimed
8 Days Ago
8 Days Ago
Don't reclaim loot when respawning if the player is F1 killing - ignore situations where you are F1 killing after being wounded
8 Days Ago
Fix 100% of clothing being reclaimed on death instead of 0% of clothing
8 Days Ago
merge from softcore_update -> respawn_changes
8 Days Ago
merge from softcore_update -> aux2
8 Days Ago
merge from tc_changes -> softcore_update
8 Days Ago
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
8 Days Ago
Rename entity -> lockEntity
8 Days Ago
merge from softcore_update -> tc_changes
11 Days Ago
Fix sleeping bag corpses spawning their own corpse so they could never truely be destroyed
11 Days Ago
Create sleeping bag corpse as a variant of the normal sleeping bag prefab - keeps all respawn prefab setup identical
11 Days Ago
Fix corpse not being spawned from `ent kill` after refactor
11 Days Ago
Fix compile errors
11 Days Ago
Reassign all the corpse references since the field name was changed
11 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
11 Days Ago
Add support for sleeping bags corpses to be destroyed after a player spawns on them
12 Days Ago
merge from tc_changes -> softcore_update
12 Days Ago
Save the codelock & keylock on deployable corpses - respawn codelock / keylock when the deployable is repaired
12 Days Ago
Update TC corpse prefab with simulated gibs - still needs some love but looks better
12 Days Ago
merge from softcore_update -> tc_changes
12 Days Ago
merge from softcore_update -> aux2
12 Days Ago
Fix `RemoveFractionOfContainer()` method getting removed in the merge
12 Days Ago
merge from respawn_changes -> softcore_update
12 Days Ago
merge from softcore_update -> respawn_changes
12 Days Ago
merge from softcore_update -> respawn_changes (before the merge from main)
12 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
12 Days Ago
Refactor ContainerCorpse to use `RemoveFractionOfContainer()` so all "remove fraction of items from inventory" methods share the same logic
12 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
12 Days Ago
Refactor so `RemoveFractionOfContainer()` method is moved from softcore gamemode -> ItemContainer
12 Days Ago
merge from respawn_changes -> softcore_update
13 Days Ago
Fixed CLIENT compile error
13 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
13 Days Ago
Fix reclaim backpack contents going into main inventory when respawning instead of backpack
13 Days Ago
Fixed missing pooling for List<Item> (missed from stash)
13 Days Ago
Fix pooling missed for Dictionary<ItemDefinition,float>
13 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
13 Days Ago
Try to move items onto the corpse's inventory first before spawning the dropped bag with the backpack's contents
13 Days Ago
Add convars to keep backpack when wounded / dying - keep backpack equipped when dying in softcore so it works as expected with reclaim Fix "ReclaimPercent" doing the opposite of what you think where 0% = keep and 100% = none - change the convar for reclaimWear percent to reflect this If the backpack is going to be kept on the player to be reclaimed, drop the contents of the backpack on the ground that aren't going to be kept Fix backpack not fitting into the reclaim inventory due to volume restriction
13 Days Ago
Reclaim items automatically when you respawn instead of needing to run back to corpse "Rewrite" reclaim manager so it only has a single reclaim per player - timer refreshed every time you die but it should give out every item when you respawn anyways - also remove storage of killer name since that was used for reclaim backpack naming Remove reclaim backpack code & prefab since it's not used anymore Reclaims still expire after 2 hours (convar) Put items back into respective inventories (main, wear, hotbar, backpack) - put backpack contents into main inventory if you don't respawn with a backpack due to reclaim Add new inventories to protobuf & run codegen
13 Days Ago
Change `AddFractionOfContainer()` method to keep 50% of the amount of items instead of 50% of stacks - 1000 stone + 1000 wood -> 500 stone + 500 wood instead of only choosing one of the stacks - use RNG to determine initial rounding of stackable items then use remainder to consistantly determine the rest of the rounding behavior
13 Days Ago
Remove reclaim toast prompted when you respawn
13 Days Ago
Remove reclaim terminal from outpost and bandit camp - S2P both monuments
13 Days Ago
merge from cinematic_export_pipes -> main
13 Days Ago
Add editor tool to export selected industrial pipes as a prefab
13 Days Ago
merge from copy_paste_clientside_fixes -> main