reporust_rebootcancel

122,148 Commits over 4,048 Days - 1.26cph!

7 Months Ago
Switched player_model to use standard animator (it was getting set to this at runtime anyway) Removed some test animator controllers
7 Months Ago
Remove the mention of floating bottles on the load screen tips
7 Months Ago
Disable two scroll rects in the inventory when the inventory is closed, should save about 0.02ms (big gains)
7 Months Ago
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7 Months Ago
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7 Months Ago
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7 Months Ago
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7 Months Ago
Siege tower prefab setup, added ladders, detailed colliders and parenting triggers
7 Months 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
7 Months 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
7 Months Ago
Added siege tower Baseline, prefabs
7 Months Ago
Fix flashing being toggled on & off if you press 'F' to focus on player with map open
7 Months Ago
Merge from main -> full_server_demo_client_reader
7 Months Ago
Projectile speed and gravity affected by catapult charge when fired Added 3 placeholder boulder explosion VFXs
7 Months Ago
merge from main - RC
7 Months Ago
Full lighting treatment
7 Months Ago
Compile fix, cleanup
7 Months Ago
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7 Months Ago
Better physics setup (placeholder wheel movements) Added push intertaction
7 Months Ago
Remove old spline leave code
7 Months Ago
Perform strafe target check before bothering to enter orbit state
7 Months Ago
Prevent Bradley from instantly rejoining spline
7 Months Ago
tweaks to the viemodel reload anim based on feedback
7 Months 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
7 Months Ago
Update: Engine blend loop drops it's sound resources on disable Tests: none, trivial change (same type of change as previous)
7 Months 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
7 Months Ago
More wip
7 Months Ago
Update: Traveling Vendor drops it's sound resources on client destruction Tests: none, trivial change (same type of change as previous)
7 Months Ago
Update: Parachute and Sled drop their sound resources on destroy Tests: none, trivial changes (same type of change as previous)
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).