reporust_rebootcancel

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

3 Months Ago
Increase scatter spread
3 Months Ago
Dart prefab rotation fixes
3 Months Ago
close profiler sample region properly on early exit
3 Months Ago
Update: Bringing back Item pooling - Added a couple extra fields that were missed Still need to reproduce the NRE we encountered earlier. Tests: built all modes in editor. Spawned an AK, put an ext-mag on it, threw away to despawn, spawned a new one - didn't have attachments
3 Months Ago
Merge from world_update_2
3 Months Ago
Updating EAC setup / launcher
3 Months Ago
Added frontier hazmat_hitboxSystem to BurstClothTestbed scene Added mocap sample clips Improved hierarchy of cinematic prefab for Paddy
3 Months Ago
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
3 Months Ago
Improved PlaceCliffsUniform randomization
3 Months Ago
Fixed river / ocean transition terrain issues
3 Months Ago
Merge from world_update_2
3 Months Ago
Final'ish - pending IK fix script.
3 Months Ago
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3 Months Ago
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
3 Months Ago
Reduce wood pile density by 40%
3 Months Ago
3rd person motion fixes, part 14
3 Months Ago
Reduce reload time
3 Months Ago
Merge: from main Tests: default editor build
3 Months Ago
rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
3 Months Ago
Clean: removing obsolete methods from Pool Tests: built all modes in editor
3 Months Ago
Cancel any active gesture immediately on death
3 Months Ago
shield prefab and adjusted metal value of texture
3 Months Ago
TerrainTopologyMap.GetTopology fix when getting topology in radius
3 Months Ago
Merge: from main Tests: editor build
3 Months Ago
Manifest
3 Months Ago
Merge: from itemcontainer_pooling Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
3 Months Ago
Scatter dart initial/placeholder setup
3 Months Ago
merge from world_update_2
3 Months Ago
Merge: from main Tests: editor compiled
3 Months Ago
Update: Assertions to catch leaking ItemContainer on init - Removed lazy cleanup on init - due to Load-Init flow it's dead code - Removed a redundant ItemContainer.Clear call Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
3 Months Ago
Backups; pose collection, cine prefab variants
3 Months Ago
merge from world_update_2
3 Months Ago
Clean: removing redundant ItemContainer.Kill calls - Removed a comment since it became obsolete Returning to Pool will "Kill" them. Tests: None, trivial changes
3 Months Ago
merge from main
3 Months Ago
Restrict storage barrel being able to be placed deep inside the world layer
3 Months Ago
Merge from elevator_parenting_collision_improvements
3 Months Ago
Merge from main
3 Months Ago
Fix Scene2Scene process running HLOD generation 3 times when generating prefabs and scenes Only run the first bake, subsequent HLODBounds generation calls will use cached mesh and materials (still runs everything else) Needs to be implemented when calling the S2P generation methods (see HLODBounds.ResetMultiBake in SceneToPrefab
3 Months Ago
merge from fix_ramp_wall_placement -> main
3 Months Ago
Fix wall placed beside ramp not able to be replaced after it's destroyed - applies to all walls: full size, half size, doorway, frame, window & low wall - https://files.facepunch.com/jakerich/iojYkzF7bnBKc9Sp/b0nGqYrAiPHtL3Zz.jpg
3 Months Ago
Merge from world_update_2
3 Months Ago
Rework UnwrapBakers final asset output process to update and resave assets instead of deleting and recreating assets Fixes Scene2Scene workflow missing HLOD meshes because subsequent runs would delete the assets, losing their connection
3 Months Ago
merge from fix_foundation_terrain_placement -> main
3 Months Ago
3 Months Ago
Parent merge
3 Months Ago
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
3 Months Ago
Merge from world_update_2
3 Months Ago
Fix foundations not being placeable when the middle is clipping into terrain or rocks - as long as one corner or edge of a foundation is still above the terrain, it will place - still block placement if the foundation is completely under the terrain - add new SocketMod_Grouping to control multiple socket checks (which is how it checks multiple points on foundation) - applied to both square foundation and triangle foundation
3 Months Ago
Cleanup
3 Months Ago
Finalized prefabs.