reporust_rebootcancel

111,566 Commits over 3,928 Days - 1.18cph!

4 Months Ago
Merge from elevator_parenting_collision_improvements
4 Months Ago
Merge from main
4 Months 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
4 Months Ago
merge from fix_ramp_wall_placement -> main
4 Months 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
4 Months Ago
Merge from world_update_2
4 Months 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
4 Months Ago
merge from fix_foundation_terrain_placement -> main
4 Months Ago
4 Months Ago
Parent merge
4 Months Ago
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
4 Months Ago
Merge from world_update_2
4 Months 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
4 Months Ago
Cleanup
4 Months Ago
Finalized prefabs.
4 Months Ago
Converted hill cliffs generation to PlaceCliffsUniform
4 Months Ago
Lowered LOD distances on all cliffs
4 Months Ago
improvised shield
4 Months Ago
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4 Months Ago
add smoothness and specular reflectivity multipliers to splat base layers
4 Months Ago
re-exported viewmodel mesh fbx to face positive z
4 Months Ago
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4 Months 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
4 Months Ago
Clean: removing overriden-but-not-really method from LootableCorpse Tests: none, trivial change
4 Months Ago
Clean: simplifying ItemContainer.MarkDirty Tests: none, trivial changes
4 Months 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.
4 Months Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)
4 Months Ago
Quick change to rear ratchet
4 Months Ago
Defined limits. Tweak strength and duration.
4 Months 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
4 Months Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
4 Months Ago
Blockout of catapult (not functional yet)
4 Months Ago
sanity checking tools for non-convex mesh colliders
4 Months Ago
Update: ItemBasedFlowRestrictor pools ItemContainer Tests: in editor on Craggy made fusebox mortal and shot it - saw ItemContainer returned to pool
4 Months Ago
More rad dart wip
4 Months Ago
Add more perf markers to nav agent
4 Months Ago
Buffed radioactive water. Hazmat still more than enough protection
4 Months 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.
4 Months 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
4 Months 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).
4 Months Ago
TerrainFilter supports a radius TerrainTopologyMap.GetTopology checks an actual circle, not a square
4 Months Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
4 Months Ago
Drinking from a vessel now calls onItemAddedRemoved
4 Months 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
4 Months Ago
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
4 Months Ago
Split into different 1st and 3rd prefabs because reasons. Movement improvements/fixes
4 Months Ago
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
4 Months Ago
Remove weird ass Visual Studio Code formatting
4 Months Ago
Can no longer splash players with radioactive water who are in safe zones
4 Months Ago
Vehicle fuel tank now supports radioactive water