157,339 Commits over 4,536 Days - 1.45cph!

2 Years Ago
Fixed radioactive water poisoning sound trying to access a higher index by accident
2 Years Ago
Added null check in CalculateInventoryRadioactivity to prevent NRE when updating player inventory radioactivity
2 Years Ago
Fixed broken bota bag prefab Ensured it has correct container to support rad water
2 Years Ago
Update: added editor-only print_memory_overhead cmd - Marked that it gives estimates, not accurate results Tests: ran on craggy - got simlar results to print_memory
2 Years Ago
Fixed wood piles being set as ore
2 Years Ago
world_update_2 -> radioactive_water
2 Years Ago
Tweak incapacitate vision block duration. Add fade in/out for effect.
2 Years Ago
Update: print extra mem held by containers in Pool Tests: took a couple snapshots on craggy, fresh 4.5k procgen + 4.5k procgen save
2 Years Ago
-Shield Texture tweaks
2 Years Ago
Update: Pool can track container capacity memory overhead - Implemented as an editor-only feature to avoid adding overhead in release I needed to confirm that we don't keep around giant lists/buffers in the pool. Tests: entered play mode in editor
2 Years Ago
Obscure vision overlay prefab tweaks and added separate placeholder image/mat
2 Years Ago
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2 Years Ago
Added TargetCountWorldSizeMultiplier to PlaceMonuments Reduced lake target count from 2 to 1 for small maps
2 Years Ago
Additional checks for ice sheets to avoid rivers
2 Years Ago
basis of water flow terraindata - compressed y-axis rotation of a world-aligned forward vector to a byte (about 0.71 degree error) in -pi to +pi range
2 Years Ago
Fixed some additional oddities where rivers meet ocean
2 Years Ago
Fixed several GenerateOceanTopology oversights
2 Years Ago
-Shield Prefabs
2 Years Ago
-Shield world model prefab + LOD and pivot changes
2 Years Ago
If fire is ignited while wolves are very close, they will retreat instead of just slowing down to give better feedback that fire worked
2 Years Ago
Fix fireball isStationary compile error when compiling in None mode
2 Years Ago
Change wolf behaviour so that it doesn't get used to fire and start ignoring it once the player gets too close Now it'll attack despite the fire if the player is too close, but stay defensive and use hit and run tactics instead of hyper-aggression through fire
2 Years Ago
tweaking of coastal rock terrain raise parameters, added an extra object with lower opacity and larger radius to ease out the terrain but the system has its limits as its stands
2 Years Ago
Enable divesite_plane_COL r/w
2 Years Ago
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2 Years Ago
Blunderbuss + frontier hatchet backpack offsets
2 Years Ago
Merge from hill_cliffs_splat
2 Years Ago
Merge from world_update_2
2 Years Ago
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2 Years Ago
Rock splat removal added to coastal cliffs
2 Years Ago
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2 Years Ago
Fix fireball not be set to rest when it should have been
2 Years Ago
reinforced wood shield blockout
2 Years Ago
HCR viewmodel - Matched fire & ADS fire anims to new repeat fire rate - Adjusted sound anim events to match new timing - Set animator to play anim at correct speed (1)
2 Years Ago
Reenabled LODs on hill cliffs
2 Years Ago
TerrainSplatRemove
2 Years Ago
Added TerrainSplatRemove to all hill cliffs
2 Years Ago
Clean: replacing obsolete Pool api usage Tests: none, trivial change
2 Years Ago
Fixed PlaceCliffsUniform not spawning below 0
2 Years Ago
Merge from main
2 Years Ago
Merge: from /main/soundmodulator_leak Tests: spawned car_2mod_01, drove around - pool telemetry stayed stable, audio was good.
2 Years Ago
Fixed vending machine skins being rendered as beanie hat
2 Years Ago
Merge: from main Tests: built all modes in editor
2 Years Ago
merge from world_update_2
2 Years Ago
set the large powerlines path to avoid beach and beachside to prevent paths intersecting cliffs on the coast
2 Years Ago
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2 Years Ago
HCR viewmodel - Corrected slightly offset ironsights
2 Years 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
2 Years Ago
testing cloud improvements
2 Years Ago
Only clear decals that are going to be recycled when playing back a demo shot, leave static monument decals untouched