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154,538 Commits over 4,536 Days - 1.42cph!

2 Years Ago
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2 Years 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 Years Ago
Clean: removing overriden-but-not-really method from LootableCorpse Tests: none, trivial change
2 Years Ago
Clean: simplifying ItemContainer.MarkDirty Tests: none, trivial changes
2 Years 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 Years Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)
2 Years Ago
Quick change to rear ratchet
2 Years Ago
Defined limits. Tweak strength and duration.
2 Years 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 Years Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
2 Years Ago
Blockout of catapult (not functional yet)
2 Years Ago
sanity checking tools for non-convex mesh colliders
2 Years Ago
Update: ItemBasedFlowRestrictor pools ItemContainer Tests: in editor on Craggy made fusebox mortal and shot it - saw ItemContainer returned to pool
2 Years Ago
More rad dart wip
2 Years Ago
Add more perf markers to nav agent
2 Years Ago
Buffed radioactive water. Hazmat still more than enough protection
2 Years 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 Years 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 Years 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 Years Ago
TerrainFilter supports a radius TerrainTopologyMap.GetTopology checks an actual circle, not a square
2 Years Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
2 Years Ago
Drinking from a vessel now calls onItemAddedRemoved
2 Years 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
2 Years Ago
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
2 Years Ago
Split into different 1st and 3rd prefabs because reasons. Movement improvements/fixes
2 Years Ago
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
2 Years Ago
Remove weird ass Visual Studio Code formatting
2 Years Ago
Can no longer splash players with radioactive water who are in safe zones
2 Years Ago
Vehicle fuel tank now supports radioactive water
2 Years Ago
world_update_2 -> radioactive_water
2 Years Ago
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
2 Years Ago
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2 Years Ago
Radiation dart initial placeholder prefabs
2 Years Ago
Merge from river-ocean-transition
2 Years Ago
Merge from map_slope_shading
2 Years Ago
merge from fix_god_fallbleed
2 Years Ago
merge from fix_locker_durability
2 Years Ago
merge from fix_chinookcrate_buildradius
2 Years Ago
More work on jungle ziggurat scene.
2 Years Ago
Merge from main
2 Years Ago
Increase bounds padding on elevator lift Scaffolding mesh collider is disabled while an elevator is in motion to prevent players clipping into them and getting dismounted
2 Years Ago
Halve the HLOD distance of both harbors
2 Years Ago
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2 Years Ago
Added mission points to divesite D, E, F so diving missions work
2 Years Ago
Allow blueprints to be learned directly from backpack
2 Years Ago
Set static planter wetness client side to full, might solve some flickering issues
2 Years Ago
Fixed extra material pass on small planter, both player placed and static versions
2 Years Ago
Merge from fog_motion_fix
2 Years Ago
Replaced a frequent vis check on FogMachine with a trigger volume when motion sensor mode is active, should result in no performance cost at all if no players are nearby Reduced the frequency from twice a second to once every 1s-1.5s
2 Years Ago
3rd person movement stuff