reporust_rebootcancel

126,617 Commits over 4,109 Days - 1.28cph!

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
10 Months Ago
Fixed a culling volume setup in cave_small_medium that resulted in being able to see into the void
10 Months Ago
Parent merge
10 Months Ago
Fix compile error
10 Months Ago
Parent merge
10 Months Ago
Merge from world_update_2
10 Months Ago
world_update_2 -> Aux2
10 Months Ago
radioactive_water -> Aux2
10 Months Ago
Fixed radiation triggers returning minimal/no rads
10 Months Ago
Speculative fix for MapMarkerCH47.SetupUIMarker NRE
10 Months Ago
Fixed floating IO wires in Radtown Fixed floating stack of license plates in Radtown S2P
10 Months Ago
Remove DontBecomeSolidWithPlayerInside component from waterball, it's deprecated and no longer used Fixed water ball spawning 1m in front of player even if they are standing in front of something solid, fixes sometimes being able to pour radioactive water though walls and killing plants Removed a useless GetComponent in FixedUpdate
10 Months Ago
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10 Months Ago
Fix wolves not properly following players carrying fire
10 Months Ago
Allow removing keys from bb component
10 Months Ago
Fix wolves stopping right in front of players without attacking sometimes
10 Months Ago
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10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
radioactive_water -> world_update_2
10 Months Ago
Attempt to fix an incorrect GUID error
10 Months Ago
Ensured belt and main inventory on the player do the correct checks. A container filled or refilled in inventory should now correctly notify the rad check system.
10 Months Ago
Made new method called on containers when a child changes radioactive amounts Ensures containerBelt and containerMain do rad checks at the correct times.
10 Months Ago
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
10 Months Ago
When getting too close from fire, have wolves perform a feint and attack anyway (it was weird standing super close to them without them attacking or fleeing) You can still swing the torch to drive them away, but they'll get progressively closer if you're not swinging Fix wolves charging despite fire in some circumstances
10 Months Ago
Fix wolves not playing growl anim anymore when startled by fire (regression) Have wolves veeeery slowly approach when fire is present, to make it clearer that just standing still for a long time is not a good idea
10 Months Ago
Fix wolves making crazy leaps onto player rooves or at players on top of ladders
10 Months Ago
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Fix wolves not stopping eating when friend nearby gets hit (bros before steaks) Fix wolves often charging instead of circling Fix wolves barking mid fight when very close Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
10 Months Ago
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
10 Months Ago
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progress
10 Months Ago
Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
10 Months Ago
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Merge: from main Tests: built all modes in editor
10 Months Ago
Shield feedbacks
10 Months Ago
Update: Disable ItemPooling on Client and make server on by default - Controlling variable is no longer replicated to client. Client-side item handling is very lax and would need substantial changes. I don't want to hold up serverside release to get the full package out, I'd rather relase it bit by bit (and less risk of volatility). Tests: Did all tests with both enabled and disabled server-side Item pooling - Built all modes in editor. - Tried reproducing 2 original bugs - didn't work. - Loaded up a save that used to lead to a bug - didn't happen. - Tested in local 2p session on Craggy - could kill, loot, equip and see changes on characters. - Logs enabled through entire process - client didn't try to explicitly cleanup items (since disabled, as intended). - Validated that it's possible to launch with command line disabling item pooling. - Validated that it's possible to override item pooling with executable args
10 Months Ago
Update: added ItemManager logging of Item's lifecycle - level 1 reports creation, loading and removal - level 2 reports scheduling for removal Tests: ran locally in the editor, switched items, dropped gear, looted existing containers. Checked that we get logging related allocs, but they're small (and I can remove them a bit later)
10 Months Ago
Merge from main
10 Months Ago
Subtracting S2P launch site (world_update_2 conflict)
10 Months Ago
Tightened anchors for cliff_hills_large_c and large_f
10 Months Ago
Skin bundles