239,184 Commits over 3,837 Days - 2.60cph!

2 Days Ago
re-exported viewmodel mesh fbx to face positive z
2 Days Ago
Always do light footstep particles
2 Days Ago
Added SFX for begin and end running state. Also added wooshing sfx and speed lines while in running state.
2 Days Ago
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2 Days Ago
Better sprinting feedback, updated particles, Punch ability no longer starts in improper state. Fixed footstep particles spawning in the air sometimes.
2 Days Ago
Better feedback from punching, particles when swinging, punching cancels running speed.
2 Days Ago
Added SFX for Punching, Swinging, and Breaking Punchables Added Punchable.IsBreakable so not all punchables can be destroyed
2 Days Ago
Case sensitive include (Linux compile fix)
2 Days Ago
Groundwork for PE changes Particle browser with previews for Particle Editor https://files.facepunch.com/rubat/2024/September16-554-RoughAsiansmallclawedotter.png
2 Days Ago
Added MovieMaker Library Added Interactables, NPCs, and a basic CutsceneManager. Created a Test NPC with Test Cutscene.
2 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
2 Days Ago
Clean: removing overriden-but-not-really method from LootableCorpse Tests: none, trivial change
2 Days Ago
Clean: simplifying ItemContainer.MarkDirty Tests: none, trivial changes
2 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.
2 Days Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)
2 Days Ago
Quick change to rear ratchet
2 Days Ago
Defined limits. Tweak strength and duration.
2 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
2 Days Ago
Prune unused child nodes during validation Was doing this when removing links, but this would sometimes break graphs during deserialization
2 Days Ago
2 Days Ago
new font
2 Days Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
2 Days Ago
Blockout of catapult (not functional yet)
2 Days Ago
sanity checking tools for non-convex mesh colliders
2 Days Ago
Update: ItemBasedFlowRestrictor pools ItemContainer Tests: in editor on Craggy made fusebox mortal and shot it - saw ItemContainer returned to pool
2 Days Ago
More rad dart wip
2 Days Ago
Test Bench Gibs + Break on Destroy Fix prefab references since files moved
2 Days Ago
Wobble Shader
2 Days Ago
Add more perf markers to nav agent
2 Days Ago
Actually punch in the direction player is facing instead of looking
2 Days Ago
Buffed radioactive water. Hazmat still more than enough protection
2 Days Ago
Punching now stops the player in-place and lunges them forward a bit
2 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.
2 Days Ago
Jiggle Bone on the Hair
2 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
2 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).
2 Days Ago
TerrainFilter supports a radius TerrainTopologyMap.GetTopology checks an actual circle, not a square
2 Days Ago
Try this punch anim
2 Days Ago
Punch anims
2 Days Ago
Animgraph punch
2 Days Ago
Move DestroyBetweenRounds to GameLoop rules
2 Days Ago
Move sound emitter to a library, document it, add AutoStart prop
2 Days Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
2 Days Ago
Bit more organization, create lib
2 Days Ago
Punchable no longer scales collider, only visual
2 Days Ago
Pie Punch
2 Days Ago
Drinking from a vessel now calls onItemAddedRemoved
2 Days Ago
Coin anims
2 Days Ago
Can punch Punchables, added some punchable benches to the scene
2 Days Ago
Folder structure cleaned up, reorganized