126,027 Commits over 4,171 Days - 1.26cph!

12 Months Ago
Optim: Avoid transient allocations for GetReloadMenu This is more like a janitorial fixup rather than anything significant. Not recycling GameMenu.Options list because it's a struct, and we don't have a good strategy of shrinking containers in the pool yet. Tests: Changed ammo for AK via radial menu
12 Months Ago
Added Tools/Find/Conflict ID Lookup tool Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0 Rebuild manifest
12 Months Ago
manifest
12 Months Ago
Update: reset radioactivity when recycling Items Although Item pooling is not live on this branch, instead of going through merge overhead I'm just patching it directly here. Tests: none, trivial change
1 Year Ago
Optim: Reduce allocations when running reloading logic on the server - Added non-allocating singular IAmmoContainer.FindX methods We've got a bunch of places where we are only interested in result but try to gather all. Tests: Built all modes in editor. In local session, shot a couple mags with different ammo types. Explicitly switched ammo type via radial menu, and implicitly via reload-on-empty.
1 Year Ago
painted black on ocean and ocean side topos of oasises fixed ocasis_c biome texture not containing data
1 Year Ago
wip temporary, no-pickup world items
1 Year Ago
store view frontiers
1 Year Ago
Update: Getting rid of allocating PlayerInventory.AllItems - Previous AllItemsNoAlloc is now new GetAllItems - Added PlayerInventory.Contains Tests: none, trivial changes
1 Year Ago
Update: List<Item> now use Free instead of FreeUnmanaged. - Amortized a couple consecutive push calls Need to do the same for ItemContainer. Tests: Built all modes in editor. No runtime tests as it's trivial changes.
1 Year Ago
Compute anim hashes to not reimport them when they didn't change
1 Year Ago
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Dart tweaks
1 Year Ago
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Wider terrain blend map for swamp_b
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S2P stables_b to fix missing HLOD on monument scene version
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Merge: from main Tests: built all modes in editor
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Texture changes, redid the leather because I wasn't happy with it.
1 Year Ago
added direct transition from swimming<-->sitting anim states, driven by water level - this stops the anim graph from always passing through standing when mounting or dismounting DPV
1 Year Ago
merge from world_update_2
1 Year Ago
updated manifest (dpv was lost in the merge)
1 Year Ago
Fix wolves that are stuck spamming pathfinding and traces
1 Year Ago
Merge from main
1 Year Ago
Merge from dartmod
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
Possible fix for cave culling volumes incorrectly hiding themselves while a player is inside It appears MeshLOD may have been setting the meshfilter of some meshes to null before CullingVolume has a chance to build the volume bounds, leading to bounds that were too small Added debug.printCullingVolumeInfo to print the current volumes the camera is inside of for debugging
1 Year Ago
Fixed floating bottle in water_well_d
1 Year Ago
Fixed a culling volume setup in cave_small_medium that resulted in being able to see into the void
1 Year Ago
radioactive_water -> Aux2
1 Year Ago
Fixed radiation triggers returning minimal/no rads
1 Year Ago
Speculative fix for MapMarkerCH47.SetupUIMarker NRE
1 Year Ago
Fixed floating IO wires in Radtown Fixed floating stack of license plates in Radtown S2P
1 Year Ago
Remove DontBecomeSolidWithPlayerInside component from waterball, it's deprecated and no longer used Fixed water ball spawning 1m in front of player even if they are standing in front of something solid, fixes sometimes being able to pour radioactive water though walls and killing plants Removed a useless GetComponent in FixedUpdate
1 Year Ago
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Fix wolves not properly following players carrying fire
1 Year Ago
Allow removing keys from bb component
1 Year Ago
Fix wolves stopping right in front of players without attacking sometimes
1 Year Ago
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