reporust_rebootcancel

155,208 Commits over 4,536 Days - 1.43cph!

2 Years Ago
merge from fix_barricade_snapping -> world_update_2
2 Years Ago
Fix socket mods not working after Construction.Placement was refactored from class to struct - showed up as high walls and barricades not snapping
2 Years Ago
Fixed mesh import settings on a bunch of divesite meshes Fixed seaweed decal not rendering (incorrect decal layer)
2 Years Ago
Add new panels that can be parented by community UI - all panels are scaled by uiscale Names - Inventory - Crafting - Contacts - Clans - TechTree - Map
2 Years Ago
Allowed foliage to spawn on cliff topology to fix blank gaps in between cliffs
2 Years Ago
Custom height map colliders for all cliffs (this should fix floating foliage issue)
2 Years Ago
Underwater light extinction fix test
2 Years Ago
merge from main
2 Years Ago
Reimported cliff_tall_d
2 Years Ago
radtown music missing files
2 Years Ago
radtown music
2 Years Ago
junkpile_water and oceanwreckbuoys seaweed dressing
2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
Optim: Send trees in batches over multiple frames to avoid spike on player connection This is experimental, but it seems stable initially. On 4.5k procgen world from a save it took 90ms(very rough numbers, including client-side spawning overhead) in total to send all trees, but each frame 1 player took on average 0.2ms to gather & send data. Also need to fix a bunch of bugs Tests: Ran craggy in local editor session - no exceptions.
2 Years Ago
waterflow changes - corrected ordering of writing water flow from shorevectors and river tangents - moved generation of WaterFlowMap into PostProcessing and put it all in one place
2 Years Ago
radioactive_water -> world_update_2
2 Years Ago
Water purifier no longer purifies radioactive water
2 Years Ago
Adjusted hill cliffs anchors to fix a gap Pushed all hill cliffs slightly deeper to prevent similar issues
2 Years Ago
Ensure throwing out water forces a rad count on the vessel
2 Years Ago
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2 Years Ago
Fixed corrupted Cliff_tall_d_diff texture
2 Years Ago
sponcoers
2 Years Ago
viewmodel - fixed remaining attachment issues
2 Years Ago
Another attempt to incraese ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
2 Years Ago
Allow underwater plants to respond to displacement using Brian's new displacement override. Adjusted displacement planes to see if that has any effect
2 Years Ago
Iterate on covers
2 Years Ago
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2 Years Ago
Added Wooden Shield Textures, Materials, Collider, World Model and View Model FBXs Setup Wooden Shield Basic Prefab, LODS, Colliders, World Models, Folders
2 Years Ago
viewmodel - fixed ironsights being too low
2 Years Ago
Compile fix
2 Years Ago
cherrypicking world_update_2/concrete_barrier_material_fix
2 Years Ago
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2 Years Ago
merge from cuffs_backpack_fix
2 Years Ago
merge from fix_backpack_learnbp
2 Years Ago
renamed controller and anims to meet naming convention
2 Years Ago
network++ save++
2 Years Ago
merge from cave-reverb-fix
2 Years Ago
added hammer anims to controller
2 Years Ago
added viewmodel hammer anims
2 Years Ago
Added larger radius terrain filter to avoid rivers to ice sheets
2 Years Ago
world_update_2 -> radioactive_water
2 Years Ago
Added more terrain anchors to rock_formation_a to prevent gaps
2 Years Ago
cave_large_medium terrain check fixes
2 Years Ago
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2 Years Ago
wip fire rate test
2 Years Ago
Added second ocean topology pass after all cliffs have been spawned
2 Years Ago
Large coastal rock prefab variants for the arctic biome to fix an issue where grass was being projected on top
2 Years Ago
better separation of flow vector/angle generation, still need to find a proper home for it
2 Years Ago
Fixed collision issues and floating geo on cliff_jutting_d