198,677 Commits over 4,140 Days - 2.00cph!

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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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
10 Months Ago
store view frontiers
10 Months Ago
Update: Getting rid of allocating PlayerInventory.AllItems - Previous AllItemsNoAlloc is now new GetAllItems - Added PlayerInventory.Contains Tests: none, trivial changes
10 Months Ago
Update: List<Item> now use Free instead of FreeUnmanaged. - Amortized a couple consecutive push calls Need to do the same for ItemContainer. Tests: Built all modes in editor. No runtime tests as it's trivial changes.
10 Months Ago
Compute anim hashes to not reimport them when they didn't change
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10 Months Ago
Dart tweaks
10 Months Ago
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Wider terrain blend map for swamp_b
10 Months Ago
S2P stables_b to fix missing HLOD on monument scene version
10 Months Ago
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10 Months Ago
Merge: from main Tests: built all modes in editor
10 Months Ago
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Texture changes, redid the leather because I wasn't happy with it.
10 Months Ago
added direct transition from swimming<-->sitting anim states, driven by water level - this stops the anim graph from always passing through standing when mounting or dismounting DPV
10 Months Ago
merge from world_update_2
10 Months Ago
updated manifest (dpv was lost in the merge)
10 Months Ago
Fix wolves that are stuck spamming pathfinding and traces
10 Months Ago
Merge from main
10 Months Ago
Merge from dartmod
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
Merge from world_update_2
10 Months Ago
Possible fix for cave culling volumes incorrectly hiding themselves while a player is inside It appears MeshLOD may have been setting the meshfilter of some meshes to null before CullingVolume has a chance to build the volume bounds, leading to bounds that were too small Added debug.printCullingVolumeInfo to print the current volumes the camera is inside of for debugging
10 Months Ago
Fixed floating bottle in water_well_d