reporust_rebootcancel

120,569 Commits over 4,018 Days - 1.25cph!

7 Months Ago
Update: CCTV and SpinnerWheel drop their sound resources on disable/destroy Tests: none, trivial change (same type of change as previous)
7 Months 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)
7 Months 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)
7 Months Ago
Update: Ferry drops it's sound resources when disabled Tests: none, trivial change (same type of change as previous)
7 Months Ago
Bugfix: PatrolHeli now releases modulators alongside the sounds Tests: none, trivial change
7 Months Ago
Bugfix: Drone now releases pitch modulator on destruction Tests: none, trivial change
7 Months 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.
7 Months 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.
7 Months Ago
Bugfix: Bicycle now uses it's coasting sound when not pedaling Tests: rode the bicycle with pedaling on and off.
7 Months 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.
7 Months Ago
Catapult reloading interaction wip
7 Months Ago
Fix wolves dying when they see a prey before the navmesh is built
7 Months Ago
Phrase update
7 Months Ago
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7 Months Ago
merge from store-ui-frontiersman
7 Months Ago
Frontiersman store page localization fixes
7 Months Ago
Further reduce ore count density by 15% to match release values
7 Months Ago
Fix error spam about animator param not found
7 Months 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
7 Months 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
7 Months 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).
7 Months 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.
7 Months Ago
Frontiersman video
7 Months Ago
Fixed broken collision mesh for rock_formation_huge_c
7 Months Ago
Reverted recent godrock changes to fix terrain gaps
7 Months Ago
let dpv be picked up with fuel and give you the fuel if you do
7 Months Ago
Bradley logs wrapped in unity editor checks
7 Months Ago
using parallel call to populate water flow from shore vectors
7 Months Ago
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7 Months Ago
main -> release
7 Months Ago
not serializing flowmap, we can just generate it on load
7 Months Ago
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out Tests: noclipped around Craggy with audio recycling logs on - no NREs
7 Months Ago
merge from main
7 Months Ago
merge from world_update_2
7 Months Ago
added additional checks to dpv mounting to make it harder to get stuck
7 Months Ago
Itemstore links
7 Months Ago
merge from main
7 Months Ago
Parent merge
7 Months Ago
Merge from main
7 Months Ago
Disable underwater blur when using underwater_cinematic convar
7 Months Ago
Added prop opffset support when holding a left hand dominant entity
7 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
7 Months Ago
Stuff not for this patch
7 Months Ago
Parent merge
7 Months Ago
Merge from main
7 Months Ago
Rebuild manifest, includes missing cliff rocks
7 Months Ago
Remove old spineIkAimOffset system, superseded by new components
7 Months Ago
Fixed left hand IK not getting applied when switching between weapons
7 Months Ago
Parent merge
7 Months Ago
Merge from main