reporust_rebootcancel

156,185 Commits over 4,566 Days - 1.43cph!

2 Years Ago
Update: AmbianceWaveSounds recycles sounds on disable Tests: none targetted(same type of change as before), but have been live on my branch for 2d while testing and working on other changes.
2 Years Ago
Run the update process on a fresh version of the animator from main, fixes all overrides
2 Years Ago
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
2 Years Ago
Switched player_model to use standard animator (it was getting set to this at runtime anyway) Removed some test animator controllers
2 Years Ago
Remove the mention of floating bottles on the load screen tips
2 Years Ago
Disable two scroll rects in the inventory when the inventory is closed, should save about 0.02ms (big gains)
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Siege tower prefab setup, added ladders, detailed colliders and parenting triggers
2 Years Ago
Check if the last placement error is null or empty before sending it Fix attempt for the occasional empty error toast sent by the server
2 Years Ago
Add `download_demo` command to download list of demo chunks and extract player demos from them - expects a JSON object containing list of files & users to extract from the downloaded chunks
2 Years Ago
Added siege tower Baseline, prefabs
2 Years Ago
Fix flashing being toggled on & off if you press 'F' to focus on player with map open
2 Years Ago
Merge from main -> full_server_demo_client_reader
2 Years Ago
Projectile speed and gravity affected by catapult charge when fired Added 3 placeholder boulder explosion VFXs
2 Years Ago
Full lighting treatment
2 Years Ago
Compile fix, cleanup
2 Years Ago
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2 Years Ago
Better physics setup (placeholder wheel movements) Added push intertaction
2 Years Ago
Remove old spline leave code
2 Years Ago
Perform strafe target check before bothering to enter orbit state
2 Years Ago
Prevent Bradley from instantly rejoining spline
2 Years Ago
tweaks to the viemodel reload anim based on feedback
2 Years Ago
Fix wolves jumping to players still in mid air, change sample navmesh method signature to be more intuitive, add owner field to fsm transitions
2 Years Ago
Update: Engine blend loop drops it's sound resources on disable Tests: none, trivial change (same type of change as previous)
2 Years Ago
Update: Tree now drops it's sound resources on client destruction - It also drops the Gain mod when fading out sound loop during fall Tests: cut down a tree, saw relevant audio events in logs
2 Years Ago
More wip
2 Years Ago
Update: Traveling Vendor drops it's sound resources on client destruction Tests: none, trivial change (same type of change as previous)
2 Years Ago
Update: Parachute and Sled drop their sound resources on destroy Tests: none, trivial changes (same type of change as previous)
2 Years Ago
Update: CCTV and SpinnerWheel drop their sound resources on disable/destroy Tests: none, trivial change (same type of change as previous)
2 Years Ago
Update: Sub, Snowmobile, Tugboar and Train drop their sound resources on disable/kill - In Snowmobile's case Ski audio was previously (accidentally?) retained when sim stopped - Train engine used to retain damage and engine reflection sounds (assume an accident/bug) Tests: none, trivial changes (same type of changes as previously)
2 Years Ago
Update: CargoShip drops sounds resources on disable - Also added a couple convenience StopXSound methods, since it has a bunch of different sounds. Tests: none, trivial change (same type of change as before)
2 Years Ago
Update: Ferry drops it's sound resources when disabled Tests: none, trivial change (same type of change as previous)
2 Years Ago
Bugfix: PatrolHeli now releases modulators alongside the sounds Tests: none, trivial change
2 Years Ago
Bugfix: Drone now releases pitch modulator on destruction Tests: none, trivial change
2 Years Ago
Update: Modular Vehicle drops sound resources on destruction Tests: plugged in engine comps on Craggy's spawned vehicle, drove around in it. Put some timed c4 and drove until explosion - confirmed resources got released via logs.
2 Years Ago
Update: Helicopter now drops sound resources when disabled/retired - Also fixed a potential NRE when requesting a sound fails Tests: spawned an attack heli and flew around in it with jumping out at various stages. Also destroyed it to trigger sound recycling.
2 Years Ago
Bugfix: Bicycle now uses it's coasting sound when not pedaling Tests: rode the bicycle with pedaling on and off.
2 Years Ago
Update: Bycicle drops all sound resources when sound definition changes - Previously it tried to manage lifetime of modulators internally, but since we can pool it'll happen automatically now. Tests: rode the bike with jumping off during different moments. Noclipped away and back, redid same actions - all stable.
2 Years Ago
Catapult reloading interaction wip
2 Years Ago
Fix wolves dying when they see a prey before the navmesh is built
2 Years Ago
Phrase update
2 Years Ago
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2 Years Ago
merge from store-ui-frontiersman
2 Years Ago
Frontiersman store page localization fixes
2 Years Ago
Further reduce ore count density by 15% to match release values
2 Years Ago
Fix error spam about animator param not found
2 Years Ago
Update: DPV stops all sounds when no longer simulating In theory, there were edge cases where previously it was possible that some sounds would not be cleaned up. Tests: rode the DPV, jumped off at various points, picked it up and redeployed. Noclipped around the area