158,472 Commits over 4,566 Days - 1.45cph!

2 Years Ago
Rollback game.CleanUpMap removing tempents and beams Apparently crashes on x86-64 somehow, sometimes, for some people Fixed a few more potential crashing issues Fix a lag issue to do with spamming certain packets to the server from client
2 Years Ago
t1 smg viewmodel updates - ironsights tweaked - skinning updates for springs - idle pose updated - bolt position poses - anim length changes to match smg in 1p and 3p
2 Years Ago
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2 Years Ago
not applying flow forces on lakes, the water is still - also cleaned up the accumulation of the flow force, the amount of nesting was horrific
2 Years Ago
Colour adjustments and detail additions to catapult
2 Years Ago
accidental doubling up of waterflow generation for rivers
2 Years Ago
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
2 Years Ago
Added arted-up catapult model, materials, and textures. Some tweaks pending.
2 Years Ago
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2 Years Ago
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2 Years Ago
Fixed drawbridge animations Added another drawbridge to the lower level
2 Years Ago
Buildfix: isolating perf test scripts into it's own assembly - For the time being stores existing perf tests - will reorganize when the structure is more clear in the future. Tests: Unity booted without errors, confirmed perf tests presence in Test Runner
2 Years Ago
Merge: from main Tests: none
2 Years Ago
Added front door and drawbridge to the siege tower
2 Years Ago
Planters now use the same outside check as water catchers. Reworked planter rainfall logic. Added planterbox.outsidetestdistance server convar to control distance check.
2 Years Ago
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
2 Years Ago
Update: enable sound pooling by default If something goes derp, can be disabled via audio.enablesoundpooling 0 Tests: was explicitly enabled over last 3 days while running all recent changes
2 Years Ago
Stopped icesheets from spawning around lakes
2 Years Ago
Merge: from main Tests: ran around on craggy with logs
2 Years Ago
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
2 Years Ago
Bugfix: don't leak looping sounds when quick-switching It's possible that equipped items with sound effects (setup via sound player) can enable-then-disable across 2 frames, before SoundManager picks up the pending play request. If it's a looping sound(like torches burn loop) it would stay alive forever. Now we cleanup the pending requests on disable of sound player. Tests: mousewheel quickswitched between rock and a torch and observed numbers in audio.printsounds - the burn loop is no longer accumulating.
2 Years Ago
removed debug logs
2 Years Ago
Smoothed vendor entry and exit to spline
2 Years Ago
Bradley much less likely to enter a spline when turning or facing a target from behind
2 Years Ago
Update: SoundManager pools internal lists The pooling effect is minimal, but it achieves 2 small improvements: - we don't hold lists in memory for sounds that don't reapper for a while - those can be reused in other parts of the code - audio.printsounds no longer reports 0 active sounds per definintion Tests: On craggy quickswitched between equipped items. Saw the various sounds appear and disapper in the logs.
2 Years Ago
Update: microphone drops any sounds it has accumulated on destroy Tests: tested by playing the flute when exploding the microphone stand connected to a speaker
2 Years Ago
Update: MiningQuarry drops sound assets when destoyed (though it's invulnerable) Tests: none, trivial change (same type of changes as previous)
2 Years Ago
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2 Years Ago
Update: modular car's engine drops all sound resources on disable Tests: blew up a modular car
2 Years Ago
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2 Years Ago
Update: AmbianceWaveSounds recycles sounds on disable Tests: none targetted(same type of change as before), but have been live on my branch for 2d while testing and working on other changes.
2 Years Ago
Run the update process on a fresh version of the animator from main, fixes all overrides
2 Years Ago
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
2 Years Ago
Switched player_model to use standard animator (it was getting set to this at runtime anyway) Removed some test animator controllers
2 Years Ago
Remove the mention of floating bottles on the load screen tips
2 Years Ago
Disable two scroll rects in the inventory when the inventory is closed, should save about 0.02ms (big gains)
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Siege tower prefab setup, added ladders, detailed colliders and parenting triggers
2 Years Ago
Check if the last placement error is null or empty before sending it Fix attempt for the occasional empty error toast sent by the server
2 Years Ago
Add `download_demo` command to download list of demo chunks and extract player demos from them - expects a JSON object containing list of files & users to extract from the downloaded chunks
2 Years Ago
Added siege tower Baseline, prefabs
2 Years Ago
Fix flashing being toggled on & off if you press 'F' to focus on player with map open
2 Years Ago
Merge from main -> full_server_demo_client_reader
2 Years Ago
Projectile speed and gravity affected by catapult charge when fired Added 3 placeholder boulder explosion VFXs
2 Years Ago
Fixed Panel.Exec not working on SetHTML'd HTML panels
2 Years Ago
Full lighting treatment
2 Years Ago
Fixed wrong translation string used in recent changes (oopsie)