reporust_rebootcancel

110,901 Commits over 3,897 Days - 1.19cph!

4 Months Ago
Merge: from main Tests: none
4 Months Ago
Merge: from itemcontainer_pooling Fixes the "Double init of inventory!" assert on killing NPCs. Tests: spawned scientist NPC, killed them - no assert logged, corpse still clothed and loot present.
4 Months Ago
Merge: from main Tests: none, no conflicts
4 Months Ago
Bugfix: Remove assert that forbade double-loading of ItemContainer-owning types - Removed a separate dead assert Entities can be synchronized over the network multiple time via doing a whole load, which invalidated my previous logic. Tests: Spawned a bunch of NPCs and killed them - they didn't generate asserts.
4 Months Ago
█▌▄▍▅▉▋█▍▉ ▆▍▊▊▊▇ - ▊▊▅▇▆ ▌▊▇▌ █▌▇▍▆▅▍▇▋▊▇▋
4 Months Ago
Merge from world_update_2
4 Months Ago
Fixed not being able to spray decals on half walls, low walls, doorways and windows when using the shipping container skin
4 Months Ago
Possible fix to CH47 killing it's mounted scientists twice, leading to some exceptions Also switched a string based invoke to a direct method call
4 Months Ago
Scene backups
4 Months Ago
Reapply PlayerLoot change
4 Months Ago
Merge from main (doing this on a branch as there were some tricky conflicts, will likely need manual fixes)
4 Months Ago
Merge from world_update_2
4 Months Ago
Swap out spawner
4 Months Ago
More divesite E fixes
4 Months Ago
Rebuild divesite E after the directory changes in 104327 broke most of the models Added junkpile mounds to bridge the gap between the geometry and terrain
4 Months Ago
Parent merge
4 Months Ago
TransformCopier script
4 Months Ago
Cherrypick #103424, HCR material + prefab setups
4 Months Ago
Parent merge
4 Months Ago
Merge from world_update_2
4 Months Ago
Convert junkpile_base to meshlod Add some junkpile_base meshes to divesite D and F to hide the gaps between the rock meshes and the terrain
4 Months Ago
Merge from world_update_2
4 Months Ago
Switch divesite D and F to JunkpileWaterSpawners for their crates, fixes crates getting orphaned when a dive site is retired or go through a save/load
4 Months Ago
MeshLod divesite d and f
4 Months Ago
Split the buoy section of divesites into a new child entity that bobs up and down on the server and uses SyncPosition Solves mismatching colliders on the client causing flyhack and raycast issues Only animates on the server if a player is within 128m Added a slight rotation over time
4 Months Ago
▍▋▆▌▇ ▊▄█▄ ▋▉_▆▅▅▌▇_▉▋█▄▄▍_▉▍█
4 Months Ago
Merge from fix_minicopter_altitude_sinking -> main
4 Months Ago
Fix minicopters / hot air balloons losing altitude when flying over canyons and small hills - terrain below 25m won't affect max altitude calculations - subtract 25m from max altitude calculations to keep it effectively the same max height - applies to both helicopters & hot air balloons
4 Months Ago
fix ocean light color override not working on directional light when playing in editor
4 Months Ago
Jutting cliffs improvements / slightly increased density of jutting cliffs
4 Months Ago
All coastal cliffs now use radius for TerrainFilter / attempt to fix cliff interescting roads
4 Months Ago
Merge from world_update_2
4 Months Ago
Discard water fragments entirely if there's no chance the camera is inside the respective water volume (fixes depth issues in canyons)
4 Months Ago
PlaceCliffsUniform takes prefab priority into account PlaceCliffsUniform prioritizes prefabs according to the number that have already been spawned (if their priority is the same) PlaceCliffsUniform uses a multigrid approach to spawn (spawn at coarse resolution first, then going increasingly finer until target is reached)
4 Months Ago
Merge from fix_reserved_slot_kick -> main
4 Months Ago
Fix missing parenthesis causing reserved slot flag to be ignored
4 Months Ago
Merge from main -> fix_reserved_slot_kick
4 Months Ago
3p entity updates, added anim event and effects
4 Months Ago
Fixed broken coastal rock prefab links
4 Months Ago
drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information
4 Months Ago
merge from world_update_2
4 Months Ago
network++ save++
4 Months Ago
Swapped radioactive water icon Added generalised Radioactive flag to item Flag is set true/false by static general radioactivity Flag is also set true/false by the new item container (that supports rads)
4 Months Ago
network++ save++
4 Months Ago
merge from world_update_2
4 Months Ago
merge from HighCaliberRevolver
4 Months Ago
Play some rad noises at appropriate levels for a few seconds should the player be inflicted with rads through poisoning rather than exposure
4 Months Ago
Shield Texture pass and material changes
4 Months Ago
Remove spam
4 Months Ago
Merge from water_visibility_grid - provides 2D grid for early exit on most WaterCollision.GetIgnore checks - dynamic water visibility volumes are brute-force checked, but there are an extremely small number of instances