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108,319 Commits over 3,867 Days - 1.17cph!

51 Days Ago
Clean: removing redundant ItemContainer.Kill calls - Removed a comment since it became obsolete Returning to Pool will "Kill" them. Tests: None, trivial changes
51 Days Ago
merge from main
51 Days Ago
Restrict storage barrel being able to be placed deep inside the world layer
51 Days Ago
Merge from elevator_parenting_collision_improvements
51 Days Ago
Merge from main
51 Days 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
51 Days Ago
merge from fix_ramp_wall_placement -> main
51 Days 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
51 Days Ago
Merge from world_update_2
51 Days 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
51 Days Ago
merge from fix_foundation_terrain_placement -> main
51 Days Ago
51 Days Ago
Parent merge
51 Days Ago
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
51 Days Ago
Merge from world_update_2
51 Days 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
51 Days Ago
Cleanup
51 Days Ago
Finalized prefabs.
51 Days Ago
Converted hill cliffs generation to PlaceCliffsUniform
51 Days Ago
Lowered LOD distances on all cliffs
51 Days Ago
improvised shield
51 Days Ago
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52 Days Ago
add smoothness and specular reflectivity multipliers to splat base layers
52 Days Ago
re-exported viewmodel mesh fbx to face positive z
52 Days Ago
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52 Days 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
52 Days Ago
Clean: removing overriden-but-not-really method from LootableCorpse Tests: none, trivial change
52 Days Ago
Clean: simplifying ItemContainer.MarkDirty Tests: none, trivial changes
52 Days 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.
52 Days Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)
52 Days Ago
Quick change to rear ratchet
52 Days Ago
Defined limits. Tweak strength and duration.
52 Days 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
52 Days Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
52 Days Ago
Blockout of catapult (not functional yet)
52 Days Ago
sanity checking tools for non-convex mesh colliders
52 Days Ago
Update: ItemBasedFlowRestrictor pools ItemContainer Tests: in editor on Craggy made fusebox mortal and shot it - saw ItemContainer returned to pool
52 Days Ago
More rad dart wip
52 Days Ago
Add more perf markers to nav agent
52 Days Ago
Buffed radioactive water. Hazmat still more than enough protection
52 Days 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.
52 Days 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
52 Days 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).
52 Days Ago
TerrainFilter supports a radius TerrainTopologyMap.GetTopology checks an actual circle, not a square
52 Days Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
52 Days Ago
Drinking from a vessel now calls onItemAddedRemoved
52 Days 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
52 Days Ago
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
52 Days Ago
Split into different 1st and 3rd prefabs because reasons. Movement improvements/fixes
52 Days Ago
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef