239,262 Commits over 3,837 Days - 2.60cph!

3 Days Ago
Blockout of catapult (not functional yet)
3 Days Ago
sanity checking tools for non-convex mesh colliders
3 Days Ago
Update: ItemBasedFlowRestrictor pools ItemContainer Tests: in editor on Craggy made fusebox mortal and shot it - saw ItemContainer returned to pool
3 Days Ago
More rad dart wip
3 Days Ago
Test Bench Gibs + Break on Destroy Fix prefab references since files moved
3 Days Ago
Wobble Shader
3 Days Ago
Add more perf markers to nav agent
3 Days Ago
Actually punch in the direction player is facing instead of looking
3 Days Ago
Buffed radioactive water. Hazmat still more than enough protection
3 Days Ago
Punching now stops the player in-place and lunges them forward a bit
3 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.
3 Days Ago
Jiggle Bone on the Hair
3 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
3 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).
3 Days Ago
TerrainFilter supports a radius TerrainTopologyMap.GetTopology checks an actual circle, not a square
3 Days Ago
Try this punch anim
3 Days Ago
Punch anims
3 Days Ago
Animgraph punch
3 Days Ago
Move DestroyBetweenRounds to GameLoop rules
3 Days Ago
Move sound emitter to a library, document it, add AutoStart prop
3 Days Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
3 Days Ago
Bit more organization, create lib
3 Days Ago
Punchable no longer scales collider, only visual
3 Days Ago
Pie Punch
3 Days Ago
Drinking from a vessel now calls onItemAddedRemoved
3 Days Ago
Coin anims
3 Days Ago
Can punch Punchables, added some punchable benches to the scene
3 Days Ago
Folder structure cleaned up, reorganized
3 Days Ago
Update README.md
3 Days Ago
Create test bench prefab (as a punchable) Start on Punch Ability. Renamed player prefab to prevent conflicts Created GameManager prefab
3 Days Ago
Add utility to blur out the menu system's background, per-page
3 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
3 Days Ago
More coin stuff and basic ui
3 Days Ago
Improve settings entry UI
3 Days Ago
Add settings button to pause screen now that it's not on every single page
3 Days Ago
Player collider
3 Days Ago
Update player prefab
3 Days Ago
Basic Coin collection
3 Days Ago
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
3 Days Ago
Fix Camera staying zoomed when walking away from a wall
3 Days Ago
Made the Camera a bit more smooth and less jittery
3 Days Ago
Split into different 1st and 3rd prefabs because reasons. Movement improvements/fixes
3 Days Ago
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
3 Days Ago
incendiary grenade model and textures
3 Days Ago
Remove weird ass Visual Studio Code formatting
3 Days Ago
Can no longer splash players with radioactive water who are in safe zones
3 Days Ago
Vehicle fuel tank now supports radioactive water
3 Days Ago
world_update_2 -> radioactive_water
3 Days Ago
Rework some UI
3 Days Ago
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking