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111,200 Commits over 3,928 Days - 1.18cph!

3 Months Ago
dpv compile fix
3 Months Ago
merge from main
3 Months Ago
merge from wallpaper
3 Months Ago
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3 Months Ago
merge from dive_mission_range_increase
3 Months Ago
merge from divesite_tip_fix
3 Months Ago
merge from dpv_fixes
3 Months Ago
merge from emptytoasterror_fix
3 Months Ago
merge from main
3 Months Ago
radtown s2p
3 Months Ago
radioactive water surface border fix
3 Months Ago
re-applying rock changes to cave_medium_hard and cave_small_hard
3 Months Ago
3 Months Ago
Experimenting with some ore resource entity optimisations Remove all children (except for foliage displacement on client) Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore Removed a SendMessage Automated upgrade process Only applied to ore_stone for testing so far
3 Months Ago
1P volumetric tests Updated cookie
3 Months Ago
3 Months Ago
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m) Resolves these missions sometimes not being able to start
3 Months Ago
Merge from main
3 Months Ago
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3 Months Ago
Iterate on cover and peeks
3 Months Ago
t1 smg viewmodel updates - ironsights tweaked - skinning updates for springs - idle pose updated - bolt position poses - anim length changes to match smg in 1p and 3p
3 Months Ago
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3 Months Ago
not applying flow forces on lakes, the water is still - also cleaned up the accumulation of the flow force, the amount of nesting was horrific
3 Months Ago
Colour adjustments and detail additions to catapult
3 Months Ago
accidental doubling up of waterflow generation for rivers
3 Months Ago
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
3 Months Ago
Added arted-up catapult model, materials, and textures. Some tweaks pending.
3 Months Ago
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3 Months Ago
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3 Months Ago
Fixed drawbridge animations Added another drawbridge to the lower level
3 Months Ago
Buildfix: isolating perf test scripts into it's own assembly - For the time being stores existing perf tests - will reorganize when the structure is more clear in the future. Tests: Unity booted without errors, confirmed perf tests presence in Test Runner
3 Months Ago
Merge: from main Tests: none
3 Months Ago
Added front door and drawbridge to the siege tower
3 Months Ago
Planters now use the same outside check as water catchers. Reworked planter rainfall logic. Added planterbox.outsidetestdistance server convar to control distance check.
3 Months Ago
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
3 Months Ago
Update: enable sound pooling by default If something goes derp, can be disabled via audio.enablesoundpooling 0 Tests: was explicitly enabled over last 3 days while running all recent changes
3 Months Ago
Stopped icesheets from spawning around lakes
3 Months Ago
Merge: from main Tests: ran around on craggy with logs
3 Months Ago
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
3 Months Ago
Bugfix: don't leak looping sounds when quick-switching It's possible that equipped items with sound effects (setup via sound player) can enable-then-disable across 2 frames, before SoundManager picks up the pending play request. If it's a looping sound(like torches burn loop) it would stay alive forever. Now we cleanup the pending requests on disable of sound player. Tests: mousewheel quickswitched between rock and a torch and observed numbers in audio.printsounds - the burn loop is no longer accumulating.
3 Months Ago
removed debug logs
3 Months Ago
Smoothed vendor entry and exit to spline
3 Months Ago
Bradley much less likely to enter a spline when turning or facing a target from behind
3 Months Ago
Update: SoundManager pools internal lists The pooling effect is minimal, but it achieves 2 small improvements: - we don't hold lists in memory for sounds that don't reapper for a while - those can be reused in other parts of the code - audio.printsounds no longer reports 0 active sounds per definintion Tests: On craggy quickswitched between equipped items. Saw the various sounds appear and disapper in the logs.
3 Months Ago
Update: microphone drops any sounds it has accumulated on destroy Tests: tested by playing the flute when exploding the microphone stand connected to a speaker
3 Months Ago
Update: MiningQuarry drops sound assets when destoyed (though it's invulnerable) Tests: none, trivial change (same type of changes as previous)
3 Months Ago
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3 Months Ago
Update: modular car's engine drops all sound resources on disable Tests: blew up a modular car
3 Months Ago
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3 Months Ago
Update: AmbianceWaveSounds recycles sounds on disable Tests: none targetted(same type of change as before), but have been live on my branch for 2d while testing and working on other changes.