242,365 Commits over 3,867 Days - 2.61cph!

40 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
40 Days Ago
merge from fix_ramp_wall_placement -> main
40 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
40 Days Ago
Merge from world_update_2
40 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
40 Days Ago
merge from fix_foundation_terrain_placement -> main
40 Days Ago
Update of map + quick resize of coins
40 Days Ago
40 Days Ago
Parent merge
40 Days Ago
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
40 Days Ago
Merge from world_update_2
40 Days Ago
Map update and Wooden Crate
40 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
40 Days Ago
Footsteps
40 Days Ago
Human: more skinning tweaks
40 Days Ago
Scale fists
40 Days Ago
Can punch stuff with phys
40 Days Ago
fakeshadow
40 Days Ago
Cleanup
40 Days Ago
Slight shader adjustments
40 Days Ago
Finalized prefabs.
40 Days Ago
Moving Platform Comp
40 Days Ago
Tileset layering fixes, bounds calculated per-layer
40 Days Ago
Converted hill cliffs generation to PlaceCliffsUniform
40 Days Ago
Lowered LOD distances on all cliffs
40 Days Ago
improvised shield
40 Days Ago
Added TilesetComponent.LayerDistance
40 Days Ago
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40 Days Ago
add smoothness and specular reflectivity multipliers to splat base layers
40 Days Ago
re-exported viewmodel mesh fbx to face positive z
40 Days Ago
Always do light footstep particles
40 Days Ago
Added SFX for begin and end running state. Also added wooshing sfx and speed lines while in running state.
40 Days Ago
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40 Days Ago
Better sprinting feedback, updated particles, Punch ability no longer starts in improper state. Fixed footstep particles spawning in the air sometimes.
40 Days Ago
Better feedback from punching, particles when swinging, punching cancels running speed.
40 Days Ago
Added SFX for Punching, Swinging, and Breaking Punchables Added Punchable.IsBreakable so not all punchables can be destroyed
40 Days Ago
Case sensitive include (Linux compile fix)
40 Days Ago
Groundwork for PE changes Particle browser with previews for Particle Editor https://files.facepunch.com/rubat/2024/September16-554-RoughAsiansmallclawedotter.png
40 Days Ago
Added MovieMaker Library Added Interactables, NPCs, and a basic CutsceneManager. Created a Test NPC with Test Cutscene.
40 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
40 Days Ago
Clean: removing overriden-but-not-really method from LootableCorpse Tests: none, trivial change
40 Days Ago
Clean: simplifying ItemContainer.MarkDirty Tests: none, trivial changes
40 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.
40 Days Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)
40 Days Ago
Quick change to rear ratchet
40 Days Ago
Defined limits. Tweak strength and duration.
40 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
40 Days Ago
40 Days Ago
Prune unused child nodes during validation Was doing this when removing links, but this would sometimes break graphs during deserialization
40 Days Ago
new font