reporust_rebootcancel

155,223 Commits over 4,536 Days - 1.43cph!

2 Years Ago
radioactive_water -> world_update_2
2 Years Ago
Increased buffer on water body physics check
2 Years Ago
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2 Years Ago
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2 Years Ago
merge from runtime_profling_pooling -> main
2 Years Ago
Codegen
2 Years Ago
Progress
2 Years Ago
Merge from main -> runtime_profiling_pooling
2 Years Ago
Various fixes for ProceduralMapEmpty, ProceduralMapRailSimple and ProceduralMapRoadSimple test maps
2 Years Ago
merge from runtime_profiling_raknet -> main
2 Years Ago
Run codegen after merge
2 Years Ago
Increase ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
2 Years Ago
temporary manual z-test
2 Years Ago
Merge from main -> runtime_profiling_raknet
2 Years Ago
Adjusted cave terrain checks to enforce slightly more padding between the terrain surface and the caves (attempt to fix new cliffs sometimes reaching into caves)
2 Years Ago
TerrainCheckGeneratorVolumes takes an optional offset
2 Years Ago
incremental updates, respond to texsize change in editor
2 Years Ago
viewmodel prefab - rough placement for attachments (will fininalize once viewmodel attachment override script is on same branch as asset) 3p entity - updated flashlight attachment position
2 Years Ago
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2 Years Ago
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2 Years Ago
Remove a bunch of the buggy water check logic. Just parse radioactive status of water on drink/fill requests
2 Years Ago
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2 Years Ago
Radtown: Enabled mesh collider on toxic water surface Raised second radioactive water source to extend higher up S2P
2 Years Ago
Merge: from pool_container_telem Tests: took telem info from craggy, procgen 4.5k and saved procgen map. Built all modes in editor. Built standalone server exe.
2 Years Ago
Some changes on the new radioactive body drinking detection. Closer.
2 Years Ago
Buildfix: properly exclude command from non-editor builds Tests: built all modes in editor. Built standalone server.
2 Years Ago
Fix fireball emission potentially not only being enabled when fireballs are stationary
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