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111,829 Commits over 3,928 Days - 1.19cph!

4 Months Ago
TerrainTopologyMap.GetTopology fix when getting topology in radius
4 Months Ago
Merge: from main Tests: editor build
4 Months Ago
Manifest
4 Months Ago
Merge: from itemcontainer_pooling Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
4 Months Ago
Scatter dart initial/placeholder setup
4 Months Ago
merge from world_update_2
4 Months Ago
Merge: from main Tests: editor compiled
4 Months 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.
4 Months Ago
Backups; pose collection, cine prefab variants
4 Months Ago
merge from world_update_2
4 Months Ago
Clean: removing redundant ItemContainer.Kill calls - Removed a comment since it became obsolete Returning to Pool will "Kill" them. Tests: None, trivial changes
4 Months Ago
merge from main
4 Months Ago
Restrict storage barrel being able to be placed deep inside the world layer
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