reporust_rebootcancel

155,219 Commits over 4,536 Days - 1.43cph!

2 Years Ago
Clean: removing obsolete methods from Pool Tests: built all modes in editor
2 Years Ago
Cancel any active gesture immediately on death
2 Years Ago
shield prefab and adjusted metal value of texture
2 Years Ago
TerrainTopologyMap.GetTopology fix when getting topology in radius
2 Years Ago
Merge: from main Tests: editor build
2 Years Ago
Manifest
2 Years Ago
Merge: from itemcontainer_pooling Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
2 Years Ago
Scatter dart initial/placeholder setup
2 Years Ago
merge from world_update_2
2 Years Ago
Merge: from main Tests: editor compiled
2 Years 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.
2 Years Ago
Clean: removing redundant ItemContainer.Kill calls - Removed a comment since it became obsolete Returning to Pool will "Kill" them. Tests: None, trivial changes
2 Years Ago
merge from main
2 Years Ago
Restrict storage barrel being able to be placed deep inside the world layer
2 Years Ago
Merge from elevator_parenting_collision_improvements
2 Years Ago
Merge from main
2 Years 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
2 Years Ago
merge from fix_ramp_wall_placement -> main
2 Years 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
2 Years 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
2 Years Ago
merge from fix_foundation_terrain_placement -> main
2 Years Ago
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
2 Years 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
2 Years Ago
Cleanup
2 Years Ago
Finalized prefabs.
2 Years Ago
Converted hill cliffs generation to PlaceCliffsUniform
2 Years Ago
Lowered LOD distances on all cliffs
2 Years Ago
improvised shield
2 Years Ago
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2 Years Ago
add smoothness and specular reflectivity multipliers to splat base layers
2 Years Ago
re-exported viewmodel mesh fbx to face positive z
2 Years Ago
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2 Years 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
2 Years Ago
Clean: removing overriden-but-not-really method from LootableCorpse Tests: none, trivial change
2 Years Ago
Clean: simplifying ItemContainer.MarkDirty Tests: none, trivial changes
2 Years 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.
2 Years Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)
2 Years Ago
Quick change to rear ratchet
2 Years Ago
Defined limits. Tweak strength and duration.
2 Years 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
2 Years Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
2 Years Ago
Blockout of catapult (not functional yet)
2 Years Ago
sanity checking tools for non-convex mesh colliders
2 Years Ago
Update: ItemBasedFlowRestrictor pools ItemContainer Tests: in editor on Craggy made fusebox mortal and shot it - saw ItemContainer returned to pool
2 Years Ago
More rad dart wip
2 Years Ago
Add more perf markers to nav agent
2 Years Ago
Buffed radioactive water. Hazmat still more than enough protection
2 Years 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.
2 Years 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
2 Years 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).