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126,694 Commits over 4,109 Days - 1.28cph!

10 Months Ago
exported wolf run attack shorter anim and edited wolf prowl anim
10 Months Ago
Make wolves run away if they are hit by fire, improve blackboard vislog
10 Months Ago
Remove the old way to find out if a water body is radioactive. New way doesn't require a texture map.
10 Months Ago
more shield texture updates.
10 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.
10 Months Ago
-Shield texture updates -LODs + settings
10 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
10 Months Ago
merge from world_update_2
10 Months Ago
Prevent harbors and ferry terminal from spawning on top of rivers
10 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
10 Months Ago
Make flame thrower and fire arrow more reliably scare wolves
10 Months Ago
world_update_2 -> radioactive_water
10 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
10 Months Ago
Wood Pile: Balancing changes Increased size of grass displacement map
10 Months Ago
No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
10 Months Ago
merge from terrain-smoothness
10 Months Ago
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10 Months Ago
merge from world_update_2
10 Months Ago
Reduced canyon target count from 2 to 1 to help other monuments have enough space to spawn
10 Months Ago
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)
10 Months Ago
Add NoPickUp and FastDespawn item flags. Refactor despawn timer init. Check for NoPickUp flag when showing pickup option.
10 Months Ago
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10 Months Ago
added condition to normal swimming->standing transition to not be mounted
10 Months Ago
If a wolf is stuck while roaming, kill it to save perf
10 Months Ago
merge from ocean-lightcolor-override
10 Months Ago
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10 Months Ago
mrege from world_update_2
10 Months Ago
Merge: from /main/clean_dead_code Tests: upgraded half wall - it worked
10 Months Ago
Clean: removing code marked for deletion since 2023 Tests: upgraded half-walls - it worked
10 Months Ago
merge from world_update_2
10 Months Ago
merge from frontier_hatchet
10 Months Ago
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10 Months Ago
merge from BlunderBuster
10 Months Ago
merge from world_update_2/Halloween_2024
10 Months Ago
Merge from divesite-foliage-displace
10 Months Ago
Merge: from main Tests: none, no conflicts
10 Months Ago
Merge from world_update_2
10 Months Ago
Optim: Recycle a list when paying for placement Tests: none, trivial change
10 Months Ago
world_update_2 -> radioactive_water
10 Months Ago
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10 Months Ago
Merge from Halloween_2024/DraculaCape_Burstcloth
10 Months Ago
Merge from manpad_fix
10 Months Ago
Fixed custom vertex streams on manpad fx
10 Months Ago
Optim: Avoid transient allocations for GetReloadMenu This is more like a janitorial fixup rather than anything significant. Not recycling GameMenu.Options list because it's a struct, and we don't have a good strategy of shrinking containers in the pool yet. Tests: Changed ammo for AK via radial menu
10 Months Ago
Added Tools/Find/Conflict ID Lookup tool Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0 Rebuild manifest
10 Months Ago
manifest
10 Months Ago
Update: reset radioactivity when recycling Items Although Item pooling is not live on this branch, instead of going through merge overhead I'm just patching it directly here. Tests: none, trivial change
10 Months Ago
Optim: Reduce allocations when running reloading logic on the server - Added non-allocating singular IAmmoContainer.FindX methods We've got a bunch of places where we are only interested in result but try to gather all. Tests: Built all modes in editor. In local session, shot a couple mags with different ammo types. Explicitly switched ammo type via radial menu, and implicitly via reload-on-empty.
10 Months Ago
painted black on ocean and ocean side topos of oasises fixed ocasis_c biome texture not containing data
10 Months Ago
wip temporary, no-pickup world items