198,617 Commits over 4,140 Days - 2.00cph!

10 Months Ago
drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information
10 Months Ago
merge from world_update_2
10 Months Ago
network++ save++
10 Months Ago
Swapped radioactive water icon Added generalised Radioactive flag to item Flag is set true/false by static general radioactivity Flag is also set true/false by the new item container (that supports rads)
10 Months Ago
network++ save++
10 Months Ago
merge from world_update_2
10 Months Ago
merge from HighCaliberRevolver
10 Months Ago
Added hide_server cvar, sv_lan 1 will hide the server too Load particle editor first in -tools mode Fixed non left clicks in particle previews breaking the controls Prevent errors about missing materials in particle editor
10 Months Ago
Play some rad noises at appropriate levels for a few seconds should the player be inflicted with rads through poisoning rather than exposure
10 Months Ago
Shield Texture pass and material changes
10 Months Ago
Remove spam
10 Months Ago
Merge from water_visibility_grid - provides 2D grid for early exit on most WaterCollision.GetIgnore checks - dynamic water visibility volumes are brute-force checked, but there are an extremely small number of instances
10 Months Ago
Increase scatter spread
10 Months Ago
Dart prefab rotation fixes
10 Months Ago
close profiler sample region properly on early exit
10 Months Ago
Update: Bringing back Item pooling - Added a couple extra fields that were missed Still need to reproduce the NRE we encountered earlier. Tests: built all modes in editor. Spawned an AK, put an ext-mag on it, threw away to despawn, spawned a new one - didn't have attachments
10 Months Ago
Merge from world_update_2
10 Months Ago
Updating EAC setup / launcher
10 Months Ago
Added frontier hazmat_hitboxSystem to BurstClothTestbed scene Added mocap sample clips Improved hierarchy of cinematic prefab for Paddy
10 Months Ago
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
10 Months Ago
Improved PlaceCliffsUniform randomization
10 Months Ago
Fixed river / ocean transition terrain issues
10 Months Ago
Merge from world_update_2
10 Months Ago
Final'ish - pending IK fix script.
10 Months Ago
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10 Months Ago
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
10 Months Ago
Reduce wood pile density by 40%
10 Months Ago
3rd person motion fixes, part 14
10 Months Ago
Reduce reload time
10 Months Ago
Merge: from main Tests: default editor build
10 Months Ago
rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
10 Months Ago
Clean: removing obsolete methods from Pool Tests: built all modes in editor
10 Months Ago
Cancel any active gesture immediately on death
10 Months Ago
shield prefab and adjusted metal value of texture
10 Months Ago
TerrainTopologyMap.GetTopology fix when getting topology in radius
10 Months Ago
Merge: from main Tests: editor build
10 Months Ago
Manifest
10 Months Ago
Merge: from itemcontainer_pooling Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
10 Months Ago
Scatter dart initial/placeholder setup
10 Months Ago
merge from world_update_2
10 Months Ago
Merge: from main Tests: editor compiled
10 Months Ago
Update: Assertions to catch leaking ItemContainer on init - Removed lazy cleanup on init - due to Load-Init flow it's dead code - Removed a redundant ItemContainer.Clear call Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
10 Months Ago
Backups; pose collection, cine prefab variants
10 Months Ago
merge from world_update_2
10 Months Ago
Clean: removing redundant ItemContainer.Kill calls - Removed a comment since it became obsolete Returning to Pool will "Kill" them. Tests: None, trivial changes
10 Months Ago
merge from main
10 Months Ago
Restrict storage barrel being able to be placed deep inside the world layer
10 Months Ago
Merge from elevator_parenting_collision_improvements
10 Months Ago
Merge from main
10 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