242,366 Commits over 3,867 Days - 2.61cph!

41 Days Ago
new font
41 Days Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
41 Days Ago
Blockout of catapult (not functional yet)
41 Days Ago
sanity checking tools for non-convex mesh colliders
41 Days Ago
Update: ItemBasedFlowRestrictor pools ItemContainer Tests: in editor on Craggy made fusebox mortal and shot it - saw ItemContainer returned to pool
41 Days Ago
More rad dart wip
41 Days Ago
Test Bench Gibs + Break on Destroy Fix prefab references since files moved
41 Days Ago
Wobble Shader
41 Days Ago
Add more perf markers to nav agent
41 Days Ago
Actually punch in the direction player is facing instead of looking
41 Days Ago
Buffed radioactive water. Hazmat still more than enough protection
41 Days Ago
Punching now stops the player in-place and lunges them forward a bit
41 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.
41 Days Ago
Jiggle Bone on the Hair
41 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
41 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).
41 Days Ago
TerrainFilter supports a radius TerrainTopologyMap.GetTopology checks an actual circle, not a square
41 Days Ago
Try this punch anim
41 Days Ago
Punch anims
41 Days Ago
Animgraph punch
41 Days Ago
Move DestroyBetweenRounds to GameLoop rules
41 Days Ago
Move sound emitter to a library, document it, add AutoStart prop
41 Days Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
41 Days Ago
Bit more organization, create lib
41 Days Ago
Punchable no longer scales collider, only visual
41 Days Ago
Pie Punch
41 Days Ago
Drinking from a vessel now calls onItemAddedRemoved
41 Days Ago
Coin anims
41 Days Ago
Can punch Punchables, added some punchable benches to the scene
41 Days Ago
Folder structure cleaned up, reorganized
41 Days Ago
Update README.md
41 Days Ago
Create test bench prefab (as a punchable) Start on Punch Ability. Renamed player prefab to prevent conflicts Created GameManager prefab
41 Days Ago
Add utility to blur out the menu system's background, per-page
41 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
41 Days Ago
More coin stuff and basic ui
41 Days Ago
Improve settings entry UI
41 Days Ago
Add settings button to pause screen now that it's not on every single page
41 Days Ago
Player collider
41 Days Ago
Update player prefab
41 Days Ago
Basic Coin collection
41 Days Ago
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
41 Days Ago
Fix Camera staying zoomed when walking away from a wall
41 Days Ago
Made the Camera a bit more smooth and less jittery
41 Days Ago
Split into different 1st and 3rd prefabs because reasons. Movement improvements/fixes
41 Days Ago
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
41 Days Ago
incendiary grenade model and textures
41 Days Ago
Remove weird ass Visual Studio Code formatting
41 Days Ago
Can no longer splash players with radioactive water who are in safe zones
41 Days Ago
Vehicle fuel tank now supports radioactive water
41 Days Ago
world_update_2 -> radioactive_water