127,721 Commits over 4,201 Days - 1.27cph!

1 Year Ago
Compile fix, cleanup
1 Year Ago
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1 Year Ago
Better physics setup (placeholder wheel movements) Added push intertaction
1 Year Ago
Remove old spline leave code
1 Year Ago
Perform strafe target check before bothering to enter orbit state
1 Year Ago
Prevent Bradley from instantly rejoining spline
1 Year Ago
tweaks to the viemodel reload anim based on feedback
1 Year 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
1 Year Ago
Update: Engine blend loop drops it's sound resources on disable Tests: none, trivial change (same type of change as previous)
1 Year 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
1 Year Ago
More wip
1 Year Ago
Update: Traveling Vendor drops it's sound resources on client destruction Tests: none, trivial change (same type of change as previous)
1 Year Ago
Update: Parachute and Sled drop their sound resources on destroy Tests: none, trivial changes (same type of change as previous)
1 Year Ago
Update: CCTV and SpinnerWheel drop their sound resources on disable/destroy Tests: none, trivial change (same type of change as previous)
1 Year 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)
1 Year 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)
1 Year Ago
Update: Ferry drops it's sound resources when disabled Tests: none, trivial change (same type of change as previous)
1 Year Ago
Bugfix: PatrolHeli now releases modulators alongside the sounds Tests: none, trivial change
1 Year Ago
Bugfix: Drone now releases pitch modulator on destruction Tests: none, trivial change
1 Year 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.
1 Year 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.
1 Year Ago
Bugfix: Bicycle now uses it's coasting sound when not pedaling Tests: rode the bicycle with pedaling on and off.
1 Year 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.
1 Year Ago
Catapult reloading interaction wip
1 Year Ago
Fix wolves dying when they see a prey before the navmesh is built
1 Year Ago
Phrase update
1 Year Ago
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1 Year Ago
merge from store-ui-frontiersman
1 Year Ago
Frontiersman store page localization fixes
1 Year Ago
Further reduce ore count density by 15% to match release values
1 Year Ago
Fix error spam about animator param not found
1 Year 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
1 Year 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
1 Year 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).
1 Year Ago
Bugfix: Ignore sound fadeout requests on retired sounds Because sound is a shared-ownership resource and we have scenarios where owners don't know that the sound sometimes has been retired, we need to be a bit more permissive with existing cleanup logic. Tests: Had a fish bite with the fishing rod, started pulling then switched over to a different item, then tried fishing again - with sound pooling this would sometimes throw, but not anymore. Confirmed with audio logs that bad scenario did happen but didn't fail.
1 Year Ago
Frontiersman video
1 Year Ago
Fixed broken collision mesh for rock_formation_huge_c
1 Year Ago
Reverted recent godrock changes to fix terrain gaps
1 Year Ago
let dpv be picked up with fuel and give you the fuel if you do
1 Year Ago
Bradley logs wrapped in unity editor checks
1 Year Ago
using parallel call to populate water flow from shore vectors
1 Year Ago
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1 Year Ago
not serializing flowmap, we can just generate it on load
1 Year Ago
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out Tests: noclipped around Craggy with audio recycling logs on - no NREs
1 Year Ago
merge from main
1 Year Ago
merge from world_update_2
1 Year Ago
added additional checks to dpv mounting to make it harder to get stuck
1 Year Ago
Itemstore links
1 Year Ago
merge from main
1 Year Ago
Disable underwater blur when using underwater_cinematic convar