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111,661 Commits over 3,928 Days - 1.18cph!

4 Months Ago
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4 Months Ago
merge from main
4 Months Ago
Updated Standing Coat Hanger Collider to be Lower Res
4 Months Ago
Fix blunderbuss hammers flicking back at the end of the reload
4 Months Ago
Imported Wall Mounted Coat Hanger Textures and Models Added and Setup Wall Mounted Coat Hanger Prop Prefab Setup Wall Mounted Coat Hanger Material, Colliders and LODs
4 Months Ago
Don't allow mixing different liquid types on liquid vessels. This has always been allowed?
4 Months Ago
Merge: from main Tests: none, trivial changes
4 Months Ago
cave_medium_hard terrain anchor tweaks to prevent it spawning too close to river
4 Months Ago
merge from fix_monument_scenes_osx -> main
4 Months Ago
Disable monument scenes by default due to issues with unix paths, path capitalization & lighting breaking inside certain monuments
4 Months Ago
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4 Months Ago
WIP pistol aimpose setup (using python as test)
4 Months Ago
Fixed not being able to switch to weapons that aren't using v2
4 Months Ago
Adjusted spine look ratios, lower spine bones now rotate more than upper spine bones Fixed aim pose scene weapon selector sometimes not working, fixed clear weapon button not working
4 Months Ago
Merge from parent
4 Months Ago
Merge from parent
4 Months Ago
Update player animator
4 Months Ago
More merge fixes
4 Months Ago
Client and None compile fixes
4 Months Ago
Merge fixes
4 Months Ago
Merge from main
4 Months Ago
Fixed underlying skin meshes getting re-enabled when zooming in and out on the binoculars IViewmodelComponent can now modify the position of the viewmodel in world space, updated all implementations
4 Months Ago
Merge from main
4 Months Ago
Parent merge
4 Months Ago
Del missing asset metas
4 Months Ago
Merge from main
4 Months Ago
disable dynamic pricing on waterwell npc
4 Months Ago
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4 Months Ago
All paths (road / rail / powerline) avoid mountain topology
4 Months Ago
Added radius check to SpawnHandler.CharDistribution
4 Months Ago
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4 Months Ago
lowered tea sell order probability and increased refill rate to repopulate much slower
4 Months Ago
merge from main
4 Months Ago
adjusted DPV health adjusted waterwellshopkeeper inventory
4 Months Ago
Reduced river rocks density by 50 percent according to feedback
4 Months Ago
Added TerrainHeightSet to godrock to prevent it from being placed too deep in the ground as per playtest feedback
4 Months Ago
Update: Implementing retiring of SoundModifier Tests: none, trivial change
4 Months Ago
Fixed terrain hole at the bottom of hill cliffs
4 Months Ago
Optim: Recycle footsteps earlier Previously sound would get recycled when the effect would be destroyed(1.7s), but it happens much later(instead of 0.5s) Tests: Ran around on craggy - coast, grasslands, water.
4 Months Ago
Update: Log Sound stop-and-recycle requests - Log level 3 for Audio Tests: observed logs when running around (footsteps)
4 Months Ago
Fixed not being able to build on cliffs
4 Months Ago
Added second river back to 3500 size maps (removing it didn't help monuments)
4 Months Ago
Removed lake and oasis from 3500 size maps
4 Months Ago
Added incendiary and explosive boulders
4 Months Ago
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4 Months Ago
merge from water_well_fixes
4 Months Ago
increased cull distance on frontier weapons
4 Months Ago
HCR viewmodel - re-deleted anim events to fix addtional bullets flying out during reload
4 Months Ago
Update: updating audio debug output to make cross-referencing easier Tests: Rode a zipline on Craggy, was able to track the looping sound
4 Months Ago
Bugfix: Zipline stops playing audio when reaching the end This avoids trying to fade out a sound that was already recycled due GO being destroyed by server. Haven't found a better solution. Tests: on Craggy with sound pooling enabled, used the zipline twice, then noclipped out in the distance, and rode the zipline twice - no NREs. Logs also didn't show double-retire