157,008 Commits over 4,536 Days - 1.44cph!

2 Years Ago
S2P launch site
2 Years Ago
Mark the mounds at launch site as "allow barricades" to fix barricade placement on top of them
2 Years Ago
Merge from fix_barricade_new_cliffs -> main
2 Years Ago
Bugfix: don't create and access a dangling Item when Pooling is enabled - at the same time it also optimizes inventory processing by batching the update as a result of multiple equipment events. Tests: Tested by loadinga a save that borked the inventory by spawning NPCs - passed. Also validated that in multiplayer, wearables update when the player sleeps if they got changed by a different player.
2 Years Ago
Fix wood barricades disabling magnet snapping when sprint is held - this was only intended for high walls as you are often sprinting during combat - allows you to easily snap together wooden barricades
2 Years Ago
add optional material override for foliage displacement strength (replacing vertex color)
2 Years Ago
Healing dart (just a test idea)
2 Years Ago
Merge from Frontier_HighCaliberRevolver
2 Years Ago
parented the new 1p bullet drop to something other than the gun
2 Years Ago
Fixed dropped cartridges having a mind of their own after landing on the ground. Fixed blurriness on them too.
2 Years Ago
Improved wooden barricades blocking other wooden barricades - split into different sized deploy volume for wooden barricades specifically - made the volume shorter and thinner - allows the magnet effect on the edges to draw together wooden barricades on a slope without them blocking eachother as much
2 Years Ago
Fix wooden barricades being difficult to place on the new cliffs - split deploy volumes: one for world layer and another for construction + vehicle + players - moved and shrunk world deploy volume so it doesn't intersect with cliffs as much
2 Years Ago
merge from watervisibilitygrid_fixes
2 Years Ago
Mege from main
2 Years Ago
merge from maim
2 Years Ago
world_update_2 -> radioactive_water
2 Years Ago
merge from fix_raknet_end_sample -> main
2 Years Ago
WaterVisibilityGrid fixes - made it non-static, easier to manage lifetime this way and it should've been owned by the WaterCollision system anyway - adjusted grid to handle ref-counting, this isn't strictly necessary but is the only way to sanely verify if the system has broken (memory footprint is ~1MB) - slightly inflated static trigger bounds by an absolute value to manage small noise changes in position that can push it over a boundary - added a virtual function to EnvironmentVolumeTrigger that lats derived classes run code with a guaranteed trigger collider (some visibility volumes were being missed in OnEnabled from this)
2 Years Ago
Fix missing EndSample() in Raknet.OnMessage
2 Years Ago
3rd person reloads with ammo type variants.
2 Years Ago
disable serversideragdolls by default due to server stall/freeze
2 Years Ago
Update: adding a server "itemmanager.enablepooling" convar to control item pooling - starts off by default Item pooling is too unstable to not have a dynamic switch - already got bit 2 times by it. Who knows what other horrors are hiding out there. Tests: enabled after loading craggy, gave an ak - saw an uptick in pool.print_memory telemetry. disabled, despawned ak - no changes in telemetry.
2 Years Ago
Merge from main
2 Years Ago
Show active dart modifier effects. Separate tea/dart effect displays.
2 Years Ago
merge from main
2 Years Ago
Merge: from main/item_pooling This fixers the NRE on server tick (and blocker for joining). Tests: loaded a save that consistently produced NREs - not anymore
2 Years Ago
Bugfix: disabling Item pooling This causes issues on the server which prevents playing. Tests: loaded a save that consistently produced exceptions - not anymore.
2 Years Ago
Merge: from main Tests: none
2 Years Ago
increase wood yeild from driftwood - someone may harvest them now
2 Years Ago
stricter log pile spawn rules
2 Years Ago
Merge from world_update_2/merge_main (this brings this branch up to date with main)
2 Years Ago
Merge from parent
2 Years Ago
Merge from main
2 Years Ago
Tag hill cliffs as AllowBarricadePlacement
2 Years Ago
Unsaved
2 Years Ago
Allow debug.ent_find_radius to work in live gameplay (was just demos)
2 Years Ago
Fixed NRE when looking at water if radiation water map doesn't exist
2 Years Ago
Fixed water well food cache and npc spawner marked as Client Cull while breaks spawning when used in MonumentIsland S2P affected water wells
2 Years Ago
Update the liquid push targets if we encounter a push target that is no longer valid while moving water around
2 Years Ago
FIxed spawn point gizmos showing a secondary, incorrect cyan circle
2 Years Ago
Added more crate spawn points and standardised all of the dive sites to spawn the same amount of crates
2 Years Ago
Add shark spawner to the spawn groups list on new divesites so it won't retire until the shark is killed (matching behaviour of old dive sites)
2 Years Ago
Added a UseCurve option to GameObjectToggleState and an accompanying curve, if the curve value is greater than 0 it will be considered on Allows us to toggle an object on and off multiple times in a single state
2 Years Ago
fix viewmodel anim sounds not playiing during ADS
2 Years Ago
Missing files
2 Years Ago
Tweaked rock formaton huge materials Revamped coastal_rock_large_a Added more large coastal rock prefabs Tweaked coastal rock large density settings in world setup Tweaked cliff_jutting_d
2 Years Ago
Added burst cloth to tassels on blunderbuss viewmodel - rig updated and also needed a fresh anim export due to hierarchy changes
2 Years Ago
manually merged new plane and foliage in to divesite_d prefab, removed temp prefab
2 Years Ago
new divesite plane, scene dressed, added to scene/prefab. saved divesite_d_temp prefab so i can manually merge
2 Years Ago
merge fix_train_tunnel_rain -> main