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111,294 Commits over 3,928 Days - 1.18cph!

4 Months Ago
exported wolf run attack shorter anim and edited wolf prowl anim
4 Months Ago
Make wolves run away if they are hit by fire, improve blackboard vislog
4 Months Ago
Remove the old way to find out if a water body is radioactive. New way doesn't require a texture map.
4 Months Ago
more shield texture updates.
4 Months Ago
Bugfix: Cleanup leaking Sound modulators - Sound now gets notified when it gets retired - Moved cleanup from Init to Retire and added safety asserts to Init - Recycle more of SoundModulation state (revealed that we have more storage than modulators) Tests: Ran around on Craggy, gathered resources, smashed a tree, crushed myself with a car by accident, drove around, swam - sound was good.
4 Months Ago
-Shield texture updates -LODs + settings
4 Months Ago
created noatlas concrete barricade variant and applied to concrete barrier prefab so lod1 has same uvs and material as lod0 on the deployable version
4 Months Ago
merge from world_update_2
4 Months Ago
Prevent harbors and ferry terminal from spawning on top of rivers
4 Months Ago
Merge from dpv_anim_transition_fix - contains a change to BaseMountable.Mount that replaces an RPC call to ForcePositionTo with an immediate network update on the player
4 Months Ago
Make flame thrower and fire arrow more reliably scare wolves
4 Months Ago
world_update_2 -> radioactive_water
4 Months Ago
replaced an RPC call to ForcePositionTo with an immediate net update of the player when mounting - both feel responsive, but seperating the change in position from the mounted state caused an edge case in anim state transitions
4 Months Ago
Wood Pile: Balancing changes Increased size of grass displacement map
4 Months Ago
No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
4 Months Ago
merge from terrain-smoothness
4 Months Ago
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4 Months Ago
merge from world_update_2
4 Months Ago
Reduced canyon target count from 2 to 1 to help other monuments have enough space to spawn
4 Months Ago
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)
4 Months Ago
Add NoPickUp and FastDespawn item flags. Refactor despawn timer init. Check for NoPickUp flag when showing pickup option.
4 Months Ago
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4 Months Ago
added condition to normal swimming->standing transition to not be mounted
4 Months Ago
If a wolf is stuck while roaming, kill it to save perf
4 Months Ago
merge from ocean-lightcolor-override
4 Months Ago
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4 Months Ago
mrege from world_update_2
4 Months Ago
Merge: from /main/clean_dead_code Tests: upgraded half wall - it worked
4 Months Ago
Clean: removing code marked for deletion since 2023 Tests: upgraded half-walls - it worked
4 Months Ago
merge from world_update_2
4 Months Ago
merge from frontier_hatchet
4 Months Ago
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4 Months Ago
merge from BlunderBuster
4 Months Ago
merge from world_update_2/Halloween_2024
4 Months Ago
Merge from divesite-foliage-displace
4 Months Ago
Merge: from main Tests: none, no conflicts
4 Months Ago
Merge from world_update_2
4 Months Ago
Optim: Recycle a list when paying for placement Tests: none, trivial change
4 Months Ago
world_update_2 -> radioactive_water
4 Months Ago
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4 Months Ago
Merge from Halloween_2024/DraculaCape_Burstcloth
4 Months Ago
Merge from manpad_fix
4 Months Ago
Fixed custom vertex streams on manpad fx
4 Months Ago
Optim: Avoid transient allocations for GetReloadMenu This is more like a janitorial fixup rather than anything significant. Not recycling GameMenu.Options list because it's a struct, and we don't have a good strategy of shrinking containers in the pool yet. Tests: Changed ammo for AK via radial menu
4 Months Ago
Added Tools/Find/Conflict ID Lookup tool Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0 Rebuild manifest
4 Months Ago
manifest
4 Months Ago
Update: reset radioactivity when recycling Items Although Item pooling is not live on this branch, instead of going through merge overhead I'm just patching it directly here. Tests: none, trivial change
4 Months Ago
Optim: Reduce allocations when running reloading logic on the server - Added non-allocating singular IAmmoContainer.FindX methods We've got a bunch of places where we are only interested in result but try to gather all. Tests: Built all modes in editor. In local session, shot a couple mags with different ammo types. Explicitly switched ammo type via radial menu, and implicitly via reload-on-empty.
4 Months Ago
painted black on ocean and ocean side topos of oasises fixed ocasis_c biome texture not containing data
4 Months Ago
wip temporary, no-pickup world items