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

2 Years Ago
Update: MovementSounds releases sound resources on disable - Also got rid of IOnParentDestroying implementation - it's handled by OnDisable now Tests: ran in water. Killed self mid run to test onDisable - all good
2 Years Ago
Update: Minigun and Fishing Rod drop their sounds on destroy/cleanup Tests: Spooled up and fired the minigun with switching in between. Fished with switching at various stages(holding, throwing, fish catching, fish pulling).
2 Years Ago
Bugfix: Ignore sound fadeout requests on retired sounds Because sound is a shared-ownership resource and we have scenarios where owners don't know that the sound sometimes has been retired, we need to be a bit more permissive with existing cleanup logic. Tests: Had a fish bite with the fishing rod, started pulling then switched over to a different item, then tried fishing again - with sound pooling this would sometimes throw, but not anymore. Confirmed with audio logs that bad scenario did happen but didn't fail.
2 Years Ago
Frontiersman video
2 Years Ago
Fixed broken collision mesh for rock_formation_huge_c
2 Years Ago
Reverted recent godrock changes to fix terrain gaps
2 Years Ago
let dpv be picked up with fuel and give you the fuel if you do
2 Years Ago
Bradley logs wrapped in unity editor checks
2 Years Ago
using parallel call to populate water flow from shore vectors
2 Years Ago
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2 Years Ago
not serializing flowmap, we can just generate it on load
2 Years Ago
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out Tests: noclipped around Craggy with audio recycling logs on - no NREs
2 Years Ago
merge from main
2 Years Ago
merge from world_update_2
2 Years Ago
added additional checks to dpv mounting to make it harder to get stuck
2 Years Ago
Itemstore links
2 Years Ago
merge from main
2 Years Ago
Disable underwater blur when using underwater_cinematic convar
2 Years Ago
Added prop opffset support when holding a left hand dominant entity
2 Years 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
2 Years Ago
Stuff not for this patch
2 Years Ago
Rebuild manifest, includes missing cliff rocks
2 Years Ago
Remove old spineIkAimOffset system, superseded by new components
2 Years Ago
Fixed left hand IK not getting applied when switching between weapons
2 Years 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
2 Years Ago
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
2 Years Ago
Unsaved changes
2 Years Ago
Added throw support to pose editor Removed right hand pose component entirely Added basic camera rotate and pitch controls to edit scene
2 Years Ago
merge from flashlightfixes
2 Years Ago
Flashlight fixes (safe version, ball fixes only).
2 Years Ago
Removed some leftover logs
2 Years Ago
Fixed some incorrect rig behaviour when entering and exiting edit mode
2 Years Ago
Remove dedicated right hand aim component (now builtin to AimPose component) Expose right hand aim offset per weapon
2 Years 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"
2 Years Ago
merge from main -> fix_barricade_train_tunnels
2 Years Ago
Reduce ore count density target to match release values
2 Years Ago
Normalize scene paths across windows and unix Remove code that looked for scene name by full path in editor
2 Years Ago
Change the scene prefab remapping dictionary to be case insensitive
2 Years Ago
changed crate spawn positions on divesite_d and divesite_e so they are higher than the seaweed until the foliage_flattening is implemented
2 Years Ago
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2 Years Ago
Bunch of very WIP experiments
2 Years Ago
Phrase update
2 Years Ago
Fixed being able to place small I/O inside rock formations
2 Years Ago
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2 Years Ago
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2 Years Ago
Attempt to fix root motion anim asset being marked as changed when opened on another machine
2 Years Ago
world_update_2 -> main
2 Years Ago
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2 Years Ago
Increase second rad pool height so its easier to drink from
2 Years Ago
merge from main