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129,901 Commits over 4,140 Days - 1.31cph!

11 Months Ago
added a building topology ring around oases to block rail/roads coming too close
11 Months Ago
dpv compile fix
11 Months Ago
merge from main
11 Months Ago
merge from wallpaper
11 Months Ago
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11 Months Ago
merge from dive_mission_range_increase
11 Months Ago
merge from divesite_tip_fix
11 Months Ago
merge from dpv_fixes
11 Months Ago
merge from emptytoasterror_fix
11 Months Ago
merge from main
11 Months Ago
radtown s2p
11 Months Ago
radioactive water surface border fix
11 Months Ago
re-applying rock changes to cave_medium_hard and cave_small_hard
11 Months Ago
11 Months Ago
Experimenting with some ore resource entity optimisations Remove all children (except for foliage displacement on client) Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore Removed a SendMessage Automated upgrade process Only applied to ore_stone for testing so far
11 Months Ago
1P volumetric tests Updated cookie
11 Months Ago
11 Months Ago
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m) Resolves these missions sometimes not being able to start
11 Months Ago
Merge from main
11 Months Ago
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11 Months Ago
Iterate on cover and peeks
11 Months Ago
t1 smg viewmodel updates - ironsights tweaked - skinning updates for springs - idle pose updated - bolt position poses - anim length changes to match smg in 1p and 3p
11 Months Ago
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11 Months Ago
not applying flow forces on lakes, the water is still - also cleaned up the accumulation of the flow force, the amount of nesting was horrific
11 Months Ago
Colour adjustments and detail additions to catapult
11 Months Ago
accidental doubling up of waterflow generation for rivers
11 Months Ago
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
11 Months Ago
Added arted-up catapult model, materials, and textures. Some tweaks pending.
11 Months Ago
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11 Months Ago
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11 Months Ago
Fixed drawbridge animations Added another drawbridge to the lower level
11 Months Ago
Buildfix: isolating perf test scripts into it's own assembly - For the time being stores existing perf tests - will reorganize when the structure is more clear in the future. Tests: Unity booted without errors, confirmed perf tests presence in Test Runner
11 Months Ago
Merge: from main Tests: none
11 Months Ago
Added front door and drawbridge to the siege tower
11 Months Ago
Planters now use the same outside check as water catchers. Reworked planter rainfall logic. Added planterbox.outsidetestdistance server convar to control distance check.
11 Months Ago
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
11 Months Ago
Update: enable sound pooling by default If something goes derp, can be disabled via audio.enablesoundpooling 0 Tests: was explicitly enabled over last 3 days while running all recent changes
11 Months Ago
Stopped icesheets from spawning around lakes
11 Months Ago
Merge: from main Tests: ran around on craggy with logs
11 Months Ago
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
11 Months Ago
Bugfix: don't leak looping sounds when quick-switching It's possible that equipped items with sound effects (setup via sound player) can enable-then-disable across 2 frames, before SoundManager picks up the pending play request. If it's a looping sound(like torches burn loop) it would stay alive forever. Now we cleanup the pending requests on disable of sound player. Tests: mousewheel quickswitched between rock and a torch and observed numbers in audio.printsounds - the burn loop is no longer accumulating.
11 Months Ago
removed debug logs
11 Months Ago
Smoothed vendor entry and exit to spline
11 Months Ago
Bradley much less likely to enter a spline when turning or facing a target from behind
11 Months Ago
Update: SoundManager pools internal lists The pooling effect is minimal, but it achieves 2 small improvements: - we don't hold lists in memory for sounds that don't reapper for a while - those can be reused in other parts of the code - audio.printsounds no longer reports 0 active sounds per definintion Tests: On craggy quickswitched between equipped items. Saw the various sounds appear and disapper in the logs.
11 Months Ago
Update: microphone drops any sounds it has accumulated on destroy Tests: tested by playing the flute when exploding the microphone stand connected to a speaker
11 Months Ago
Update: MiningQuarry drops sound assets when destoyed (though it's invulnerable) Tests: none, trivial change (same type of changes as previous)
11 Months Ago
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11 Months Ago
Update: modular car's engine drops all sound resources on disable Tests: blew up a modular car
11 Months Ago
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