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123,976 Commits over 4,171 Days - 1.24cph!

12 Months Ago
Have wolves spend a longer time eating larger meat stacks
12 Months Ago
subtracting 104763 - we are using the W component on shore vectors in the shaders, just not in code
12 Months Ago
Fix hitinfo being recycled while the wolf was holding a reference to it When some food is unreachable, remove it from the grid and put the state on cooldown for performance Don't try to eat food that's moving (eg still falling to the ground)
12 Months Ago
Merge: from main Tests: none
12 Months Ago
Merge: from itemcontainer_pooling Fixes the "Double init of inventory!" assert on killing NPCs. Tests: spawned scientist NPC, killed them - no assert logged, corpse still clothed and loot present.
12 Months Ago
Merge: from main Tests: none, no conflicts
12 Months Ago
Bugfix: Remove assert that forbade double-loading of ItemContainer-owning types - Removed a separate dead assert Entities can be synchronized over the network multiple time via doing a whole load, which invalidated my previous logic. Tests: Spawned a bunch of NPCs and killed them - they didn't generate asserts.
1 Year Ago
Fixed not being able to spray decals on half walls, low walls, doorways and windows when using the shipping container skin
1 Year Ago
Possible fix to CH47 killing it's mounted scientists twice, leading to some exceptions Also switched a string based invoke to a direct method call
1 Year Ago
Reapply PlayerLoot change
1 Year Ago
Merge from main (doing this on a branch as there were some tricky conflicts, will likely need manual fixes)
1 Year Ago
Swap out spawner
1 Year Ago
More divesite E fixes
1 Year Ago
Rebuild divesite E after the directory changes in 104327 broke most of the models Added junkpile mounds to bridge the gap between the geometry and terrain
1 Year Ago
Convert junkpile_base to meshlod Add some junkpile_base meshes to divesite D and F to hide the gaps between the rock meshes and the terrain
1 Year Ago
Switch divesite D and F to JunkpileWaterSpawners for their crates, fixes crates getting orphaned when a dive site is retired or go through a save/load
1 Year Ago
MeshLod divesite d and f
1 Year Ago
Split the buoy section of divesites into a new child entity that bobs up and down on the server and uses SyncPosition Solves mismatching colliders on the client causing flyhack and raycast issues Only animates on the server if a player is within 128m Added a slight rotation over time
1 Year Ago
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1 Year Ago
Merge from fix_minicopter_altitude_sinking -> main
1 Year Ago
Fix minicopters / hot air balloons losing altitude when flying over canyons and small hills - terrain below 25m won't affect max altitude calculations - subtract 25m from max altitude calculations to keep it effectively the same max height - applies to both helicopters & hot air balloons
1 Year Ago
fix ocean light color override not working on directional light when playing in editor
1 Year Ago
Jutting cliffs improvements / slightly increased density of jutting cliffs
1 Year Ago
All coastal cliffs now use radius for TerrainFilter / attempt to fix cliff interescting roads
1 Year Ago
Discard water fragments entirely if there's no chance the camera is inside the respective water volume (fixes depth issues in canyons)
1 Year Ago
PlaceCliffsUniform takes prefab priority into account PlaceCliffsUniform prioritizes prefabs according to the number that have already been spawned (if their priority is the same) PlaceCliffsUniform uses a multigrid approach to spawn (spawn at coarse resolution first, then going increasingly finer until target is reached)
1 Year Ago
Merge from fix_reserved_slot_kick -> main
1 Year Ago
Fix missing parenthesis causing reserved slot flag to be ignored
1 Year Ago
Merge from main -> fix_reserved_slot_kick
1 Year Ago
3p entity updates, added anim event and effects
1 Year Ago
Fixed broken coastal rock prefab links
1 Year Ago
drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information
1 Year Ago
network++ save++
1 Year Ago
Swapped radioactive water icon Added generalised Radioactive flag to item Flag is set true/false by static general radioactivity Flag is also set true/false by the new item container (that supports rads)
1 Year Ago
network++ save++
1 Year Ago
merge from HighCaliberRevolver
1 Year Ago
Play some rad noises at appropriate levels for a few seconds should the player be inflicted with rads through poisoning rather than exposure
1 Year Ago
Shield Texture pass and material changes
1 Year Ago
Remove spam
1 Year Ago
Merge from water_visibility_grid - provides 2D grid for early exit on most WaterCollision.GetIgnore checks - dynamic water visibility volumes are brute-force checked, but there are an extremely small number of instances
1 Year Ago
Increase scatter spread
1 Year Ago
Dart prefab rotation fixes
1 Year Ago
close profiler sample region properly on early exit
1 Year Ago
Update: Bringing back Item pooling - Added a couple extra fields that were missed Still need to reproduce the NRE we encountered earlier. Tests: built all modes in editor. Spawned an AK, put an ext-mag on it, threw away to despawn, spawned a new one - didn't have attachments
1 Year Ago
Updating EAC setup / launcher
1 Year Ago
Added frontier hazmat_hitboxSystem to BurstClothTestbed scene Added mocap sample clips Improved hierarchy of cinematic prefab for Paddy
1 Year Ago
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
1 Year Ago
Improved PlaceCliffsUniform randomization
1 Year Ago
Fixed river / ocean transition terrain issues
1 Year Ago
Final'ish - pending IK fix script.