248,578 Commits over 3,928 Days - 2.64cph!

3 Months Ago
merge from main
3 Months Ago
Restrict storage barrel being able to be placed deep inside the world layer
3 Months Ago
Merge from elevator_parenting_collision_improvements
3 Months Ago
Merge from main
3 Months Ago
Leaderboard backup, run #13996
3 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
3 Months Ago
merge from fix_ramp_wall_placement -> main
3 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
3 Months Ago
Merge from world_update_2
3 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
3 Months Ago
merge from fix_foundation_terrain_placement -> main
3 Months Ago
Update of map + quick resize of coins
3 Months Ago
3 Months Ago
Parent merge
3 Months Ago
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
3 Months Ago
Merge from world_update_2
3 Months Ago
Map update and Wooden Crate
3 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
3 Months Ago
Footsteps
3 Months Ago
Human: more skinning tweaks
3 Months Ago
Scale fists
3 Months Ago
Can punch stuff with phys
3 Months Ago
fakeshadow
3 Months Ago
Cleanup
3 Months Ago
Slight shader adjustments
3 Months Ago
Finalized prefabs.
3 Months Ago
Moving Platform Comp
3 Months Ago
Tileset layering fixes, bounds calculated per-layer
3 Months Ago
Converted hill cliffs generation to PlaceCliffsUniform
3 Months Ago
Lowered LOD distances on all cliffs
3 Months Ago
improvised shield
3 Months Ago
Added TilesetComponent.LayerDistance
3 Months Ago
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3 Months Ago
add smoothness and specular reflectivity multipliers to splat base layers
3 Months Ago
re-exported viewmodel mesh fbx to face positive z
3 Months Ago
Always do light footstep particles
3 Months Ago
Added SFX for begin and end running state. Also added wooshing sfx and speed lines while in running state.
3 Months Ago
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3 Months Ago
Better sprinting feedback, updated particles, Punch ability no longer starts in improper state. Fixed footstep particles spawning in the air sometimes.
3 Months Ago
Better feedback from punching, particles when swinging, punching cancels running speed.
3 Months Ago
Added SFX for Punching, Swinging, and Breaking Punchables Added Punchable.IsBreakable so not all punchables can be destroyed
3 Months Ago
Case sensitive include (Linux compile fix)
3 Months Ago
Groundwork for PE changes Particle browser with previews for Particle Editor https://files.facepunch.com/rubat/2024/September16-554-RoughAsiansmallclawedotter.png
3 Months Ago
Added MovieMaker Library Added Interactables, NPCs, and a basic CutsceneManager. Created a Test NPC with Test Cutscene.
3 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
3 Months Ago
Clean: removing overriden-but-not-really method from LootableCorpse Tests: none, trivial change
3 Months Ago
Clean: simplifying ItemContainer.MarkDirty Tests: none, trivial changes
3 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.
3 Months Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)
3 Months Ago
Quick change to rear ratchet