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124,052 Commits over 4,171 Days - 1.24cph!

12 Months Ago
set the large powerlines path to avoid beach and beachside to prevent paths intersecting cliffs on the coast
12 Months Ago
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12 Months Ago
HCR viewmodel - Corrected slightly offset ironsights
12 Months Ago
Fixed two possible cave configs that had misconfigured culling volumes that would result in seeing through into the void cave_large_hard, cave_small_medium
12 Months Ago
testing cloud improvements
12 Months Ago
Only clear decals that are going to be recycled when playing back a demo shot, leave static monument decals untouched
12 Months Ago
Some prefab cleanup on divesite_d, still needs more work Fixed starfish_01 not culling Prefab replacer now selects the newly spawned prefabs
12 Months Ago
Radtown: Fixed floating vats and other interior props. Fixed some one-sided caution signs to use fence variants. (S2P)
12 Months Ago
Revamped hill cliffs Anchor length, SlopeScale and TerrainPlacementlBlocked radiuses to make cliffs spawn on steeper slopes than before Reduced ObjectDistance for hill cliffs from 5 to 3 Allowed hill cliffs to overlap Roadside and Railside topologies
12 Months Ago
adjust hcr firerate
12 Months Ago
hcr wip stats
12 Months Ago
merge from fix_monument_scenes_client_entities -> main
12 Months Ago
Fix monument scenes causing entities to spawn on both client and server inside monuments
12 Months Ago
Fixed airfield sometimes spawning too close to river
12 Months Ago
Fixed rivers being allowed to continue too long below ocean level, causing the ocean to flood large areas of the terrain
12 Months Ago
Fixed underwater specular on terrain
12 Months Ago
HCR viewmodel - removed sway from ADS fire anim
12 Months Ago
Optim: lazy-allocate Sound Modulator lists - Added an assert to trigger when we try to remove a modulator we don't own Noticed that we have 3 modulators on average per 4 lists of modulators, so we can save 1-3 lists per sound and recycle better. Tests: When driving around, got max 42 SoundModulation instances with 66 lists (instead of 168 previously)
12 Months Ago
merge from br-zone-water
12 Months Ago
unfucked oasis_c terrain data assignment - was due to a undone rename earlier in the day repainted the topologies for ocean/oceanside/monument in it
12 Months Ago
merge from main
12 Months Ago
Update: don't expose modulators outside of SoundModulation - Changed printEngineSounds cmd to update more detialed info while removing redundant info - Simplified checks since we can now guarantee that our object is safe by construction. Tests: drove around in a car and checked the output in console.
12 Months Ago
exported wolf run attack shorter anim and edited wolf prowl anim
12 Months Ago
Make wolves run away if they are hit by fire, improve blackboard vislog
12 Months Ago
Remove the old way to find out if a water body is radioactive. New way doesn't require a texture map.
12 Months Ago
more shield texture updates.
12 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.
12 Months Ago
-Shield texture updates -LODs + settings
12 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
12 Months Ago
merge from world_update_2
12 Months Ago
Prevent harbors and ferry terminal from spawning on top of rivers
12 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
12 Months Ago
Make flame thrower and fire arrow more reliably scare wolves
12 Months Ago
world_update_2 -> radioactive_water
12 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
12 Months Ago
Wood Pile: Balancing changes Increased size of grass displacement map
12 Months Ago
No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
12 Months Ago
merge from terrain-smoothness
12 Months Ago
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12 Months Ago
merge from world_update_2
12 Months Ago
Reduced canyon target count from 2 to 1 to help other monuments have enough space to spawn
12 Months Ago
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)
12 Months Ago
Add NoPickUp and FastDespawn item flags. Refactor despawn timer init. Check for NoPickUp flag when showing pickup option.
12 Months Ago
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12 Months Ago
added condition to normal swimming->standing transition to not be mounted
12 Months Ago
If a wolf is stuck while roaming, kill it to save perf
12 Months Ago
merge from ocean-lightcolor-override
12 Months Ago
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12 Months Ago
mrege from world_update_2
12 Months Ago
Merge: from /main/clean_dead_code Tests: upgraded half wall - it worked