157,968 Commits over 4,566 Days - 1.44cph!

2 Years Ago
Fixed not being able to build on cliffs
2 Years Ago
Added second river back to 3500 size maps (removing it didn't help monuments)
2 Years Ago
Removed lake and oasis from 3500 size maps
2 Years Ago
Added incendiary and explosive boulders
2 Years Ago
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2 Years Ago
merge from water_well_fixes
2 Years Ago
increased cull distance on frontier weapons
2 Years Ago
HCR viewmodel - re-deleted anim events to fix addtional bullets flying out during reload
2 Years Ago
Update: updating audio debug output to make cross-referencing easier Tests: Rode a zipline on Craggy, was able to track the looping sound
2 Years Ago
Bugfix: Zipline stops playing audio when reaching the end This avoids trying to fade out a sound that was already recycled due GO being destroyed by server. Haven't found a better solution. Tests: on Craggy with sound pooling enabled, used the zipline twice, then noclipped out in the distance, and rode the zipline twice - no NREs. Logs also didn't show double-retire
2 Years Ago
Only spawn 1 river on maps <= 3500 Only spawn 2 rivers on maps <= 4000
2 Years Ago
Converted TerrainTpologySet to TerrainTopologyAdd on legacy arid formations
2 Years Ago
Allowed reeds to spawn along the rivers again Tweaked reed scale to be more realistic
2 Years Ago
Fix water well NPC refreshing sell orders when server restarts
2 Years Ago
Update: rewrote the comment Forgot to press save in VS before submitting. Tests: none, trivial change
2 Years Ago
Update: Allow use of client-side commands for GameSetup in Editor context This simplifies some testing scenarios. Tests: Boted craggy with a couple client-only debug commands - they changed as required
2 Years Ago
Update: add sound logging under audio category Tests: Ran in editor, confirmed output
2 Years Ago
HCR viewmodel bug fix - fixed ironsight being slightly too high
2 Years Ago
Merge: from main Tests: built in editor
2 Years Ago
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2 Years Ago
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2 Years Ago
Fix DPV appearing in crafting menu in tutorial
2 Years Ago
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2 Years Ago
Merge: from soundmodulator_leak Fixing zipline NRE that my previous change caused. When not pooling, retail the modulators instead of trying to recreate them, since some scripts don't clear them properly. Tests: rode the zipline twice on Craggy, then noclipped around the island to destroy sounds, then rode the zipline twice again - no NREs
2 Years Ago
Bugfix: don't clear modulators when not pooling, fixes zipline NRE This was caused by my previous fix Tests: rode the zipline twice on Craggy, then noclipped away from the island, and rode the zipline again - no NREs
2 Years Ago
Subtracting 105130 and 105295 (obfuscation_build_fix)
2 Years Ago
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2 Years Ago
merge from world_update_2
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Set legacyDismount to false on chair.invisible.static now that dismount checks always use a capsule check even when an ignore entity isn't provided
2 Years Ago
More merge fixes, including updating the animator. RPS now fully functional
2 Years Ago
Reapply gesture code changes and fixed up gesture picker in the menu
2 Years Ago
Merge from main (stomped local changes on BasePlayer-Gestures and PlayerAnimation controller, will need to reapply changes)
2 Years Ago
Fixed positioning on fan mesh on worldmodel Fixed worldmodel missing outline and adjusted collider size
2 Years Ago
Merge from main
2 Years Ago
Add a capsule check on the world layer before spawning to prevent the player from spawning inside the new cliffs
2 Years Ago
reset pivot on divesite_plane, divesite_plane_COL and removed COL from visible prefab
2 Years Ago
world_update_2 -> main
2 Years Ago
radioactive_water -> world_update_2
2 Years Ago
Radioactive water: - Apply radiation from spinklers in the same way as wetness (more reliable and easily adjustable) - Improved the abilities of TriggerRadiation (LOS Support, Height Check Support and Collider Radius Support) - Balanced sprinkler damage
2 Years Ago
Merge: from soundmodulator_leak Fixing an assert flood on client by hiding a check behind soundpooling switch - this restores original wonky behavior. Tests: On Craggy, flew around the island with noclip to trigger spawning/despawning of sound entities - didn't see any assertions.
2 Years Ago
Bugfix: when sound pooling is disabled, don't validate if we own the removed modulator Originally, it didn't check but tried to return to the pool - this change restores this aspect. Tests: noclipped on craggy across the entire world to cause entitiy destruction - no asserts
2 Years Ago
Set frontier hatchet to unlock via frontier hazmat
2 Years Ago
Fixed frontier hatchet missing isRedirectOf, spawning in loot pools and being craftable
2 Years Ago
Set up redirect skin for blunderbuss, unlocks via frontier hazmat
2 Years Ago
Reloading interaction Added kinetic boulder ammo, catapults only accept kinetic ammunition
2 Years Ago
fixed food spawns at radtown dpv crafting/techtree
2 Years Ago
merge from main