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129,892 Commits over 4,140 Days - 1.31cph!

11 Months Ago
using parallel call to populate water flow from shore vectors
11 Months Ago
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11 Months Ago
main -> release
11 Months Ago
not serializing flowmap, we can just generate it on load
11 Months Ago
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out Tests: noclipped around Craggy with audio recycling logs on - no NREs
11 Months Ago
merge from main
11 Months Ago
merge from world_update_2
11 Months Ago
added additional checks to dpv mounting to make it harder to get stuck
11 Months Ago
Itemstore links
11 Months Ago
merge from main
11 Months Ago
Parent merge
11 Months Ago
Merge from main
11 Months Ago
Disable underwater blur when using underwater_cinematic convar
11 Months Ago
Added prop opffset support when holding a left hand dominant entity
11 Months Ago
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows) Added option to only apply hand aiming while in ADS
11 Months Ago
Stuff not for this patch
11 Months Ago
Parent merge
11 Months Ago
Merge from main
11 Months Ago
Rebuild manifest, includes missing cliff rocks
11 Months Ago
Remove old spineIkAimOffset system, superseded by new components
11 Months Ago
Fixed left hand IK not getting applied when switching between weapons
11 Months Ago
Parent merge
11 Months Ago
Merge from main
11 Months Ago
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
11 Months Ago
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
11 Months Ago
Unsaved changes
11 Months Ago
Added throw support to pose editor Removed right hand pose component entirely Added basic camera rotate and pitch controls to edit scene
11 Months Ago
merge from flashlightfixes
11 Months Ago
Flashlight fixes (safe version, ball fixes only).
11 Months Ago
Removed some leftover logs
11 Months Ago
Fixed some incorrect rig behaviour when entering and exiting edit mode
11 Months Ago
Remove dedicated right hand aim component (now builtin to AimPose component) Expose right hand aim offset per weapon
11 Months Ago
Fix train tunnel entrances not having `PreventMonumentBuildingTag` component added because they were not generated with S2P Ensured both train tunnel entrances were marked as "AllowBarricadePlacement"
11 Months Ago
merge from main -> fix_barricade_train_tunnels
11 Months Ago
Reduce ore count density target to match release values
11 Months Ago
Normalize scene paths across windows and unix Remove code that looked for scene name by full path in editor
11 Months Ago
Change the scene prefab remapping dictionary to be case insensitive
11 Months Ago
changed crate spawn positions on divesite_d and divesite_e so they are higher than the seaweed until the foliage_flattening is implemented
11 Months Ago
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11 Months Ago
Bunch of very WIP experiments
11 Months Ago
Phrase update
11 Months Ago
Fixed being able to place small I/O inside rock formations
11 Months Ago
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11 Months Ago
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11 Months Ago
Attempt to fix root motion anim asset being marked as changed when opened on another machine
11 Months Ago
world_update_2 -> main
11 Months Ago
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11 Months Ago
Increase second rad pool height so its easier to drink from
11 Months Ago
merge from main
11 Months Ago
Merge: from item_pooling Fixes NRE when saving a player that was killed while crafting items and returned items would stack with existing inventory items Tests: crafted low grade fuel with 1 extra fat in the inventory, killed before finishing the craft and saved the session on the server - no NRE