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110,902 Commits over 3,928 Days - 1.18cph!

4 Months Ago
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4 Months Ago
Merge from main
4 Months Ago
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4 Months Ago
Merge: from main Tests: editor build for all modes(Server borked, but fix coming)
4 Months Ago
Bugfix: Don't leak pooled lists in RunInRadius<T> Thanks for the report! Tests: ran admin commands that would generate a leak - no more.
4 Months Ago
Merge from main
4 Months Ago
More backups
4 Months Ago
Backups
4 Months Ago
cave reverb fix
4 Months Ago
Parent merge
4 Months Ago
Merge from world_update_2
4 Months Ago
Fixed collision issues in cliff_jutting_d
4 Months Ago
Set biome visuals for all huge, large and medium rocks so that they have biome matching colors Reenabled rock formations in arid Made small rock formations spawn in arid
4 Months Ago
BR zone lines display on water surface and terrain underneath
4 Months Ago
hc revolver - fix for showing too many shells in the reload ( now hides 3p fx when in 1p)
4 Months Ago
Update: ItemManager is available on the client - Like server, ticks in the background and cleans up items - when creating/loading items can optionally specify whether it's client-side or server-side item (checked in exclusive modes) - Made EnablePooling a replicated var, it disables clientside effects We have a bunch of client-side item allocations that we don't correctly clean up - this will help deal with that. Tests: built all modes in editor
4 Months Ago
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4 Months Ago
New large coastal rock formations Converted coastal rock terrain filters to use radius and added decor checks Tweaked all coastal rock prefabs to prevent overlaps Tried to make coastal rocks spawn only next to cliffs Added arctic variants of jutting cliffs
4 Months Ago
vm hc revolver anim event update
4 Months Ago
vm hc revolver - tweak to anim event to spawn shells
4 Months Ago
- Radioactive water now inflicts damage on the person carrying it. - Fixed uncessesary send update rad checks
4 Months Ago
vm hc revolver - added toggle gameobject settings to animator (to hide & show shells in cylinder where needed) - added anim event to spawn shells into the world at end of reload (so they land on the floor)
4 Months Ago
Fixed GUID error when dropping an item with ItemModContainerRads
4 Months Ago
Bugfix: don't leak an item if creation request was invalid Tests: none, trivial change
4 Months Ago
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4 Months Ago
bunch of bullshit
4 Months Ago
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4 Months Ago
siege tower wip
4 Months Ago
Add more cover types
4 Months Ago
Merge from fix_barricade_launch_mounds -> main
4 Months Ago
S2P launch site
4 Months Ago
Mark the mounds at launch site as "allow barricades" to fix barricade placement on top of them
4 Months Ago
Merge from fix_barricade_new_cliffs -> main
4 Months 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.
4 Months 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
4 Months Ago
add optional material override for foliage displacement strength (replacing vertex color)
4 Months Ago
Healing dart (just a test idea)
4 Months Ago
Merge from Frontier_HighCaliberRevolver
4 Months Ago
parented the new 1p bullet drop to something other than the gun
4 Months Ago
Fixed dropped cartridges having a mind of their own after landing on the ground. Fixed blurriness on them too.
4 Months 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
4 Months 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
4 Months Ago
merge from watervisibilitygrid_fixes
4 Months Ago
Merge from ai_wolf_iteration
4 Months Ago
Mege from main
4 Months Ago
merge from maim
4 Months Ago
world_update_2 -> radioactive_water
4 Months Ago
merge from fix_raknet_end_sample -> main
4 Months 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)
4 Months Ago
Fix missing EndSample() in Raknet.OnMessage