reporust_rebootcancel

126,693 Commits over 4,109 Days - 1.28cph!

9 Months Ago
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9 Months Ago
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9 Months Ago
Siege tower prefab setup, added ladders, detailed colliders and parenting triggers
9 Months Ago
Check if the last placement error is null or empty before sending it Fix attempt for the occasional empty error toast sent by the server
9 Months Ago
Add `download_demo` command to download list of demo chunks and extract player demos from them - expects a JSON object containing list of files & users to extract from the downloaded chunks
9 Months Ago
Added siege tower Baseline, prefabs
9 Months Ago
Fix flashing being toggled on & off if you press 'F' to focus on player with map open
9 Months Ago
Merge from main -> full_server_demo_client_reader
9 Months Ago
Projectile speed and gravity affected by catapult charge when fired Added 3 placeholder boulder explosion VFXs
9 Months Ago
merge from main - RC
9 Months Ago
Full lighting treatment
9 Months Ago
Compile fix, cleanup
9 Months Ago
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9 Months Ago
Better physics setup (placeholder wheel movements) Added push intertaction
9 Months Ago
Remove old spline leave code
10 Months Ago
Perform strafe target check before bothering to enter orbit state
10 Months Ago
Prevent Bradley from instantly rejoining spline
10 Months Ago
tweaks to the viemodel reload anim based on feedback
10 Months Ago
Fix wolves jumping to players still in mid air, change sample navmesh method signature to be more intuitive, add owner field to fsm transitions
10 Months Ago
Update: Engine blend loop drops it's sound resources on disable Tests: none, trivial change (same type of change as previous)
10 Months Ago
Update: Tree now drops it's sound resources on client destruction - It also drops the Gain mod when fading out sound loop during fall Tests: cut down a tree, saw relevant audio events in logs
10 Months Ago
More wip
10 Months Ago
Update: Traveling Vendor drops it's sound resources on client destruction Tests: none, trivial change (same type of change as previous)
10 Months Ago
Update: Parachute and Sled drop their sound resources on destroy Tests: none, trivial changes (same type of change as previous)
10 Months Ago
Update: CCTV and SpinnerWheel drop their sound resources on disable/destroy Tests: none, trivial change (same type of change as previous)
10 Months Ago
Update: Sub, Snowmobile, Tugboar and Train drop their sound resources on disable/kill - In Snowmobile's case Ski audio was previously (accidentally?) retained when sim stopped - Train engine used to retain damage and engine reflection sounds (assume an accident/bug) Tests: none, trivial changes (same type of changes as previously)
10 Months Ago
Update: CargoShip drops sounds resources on disable - Also added a couple convenience StopXSound methods, since it has a bunch of different sounds. Tests: none, trivial change (same type of change as before)
10 Months Ago
Update: Ferry drops it's sound resources when disabled Tests: none, trivial change (same type of change as previous)
10 Months Ago
Bugfix: PatrolHeli now releases modulators alongside the sounds Tests: none, trivial change
10 Months Ago
Bugfix: Drone now releases pitch modulator on destruction Tests: none, trivial change
10 Months Ago
Update: Modular Vehicle drops sound resources on destruction Tests: plugged in engine comps on Craggy's spawned vehicle, drove around in it. Put some timed c4 and drove until explosion - confirmed resources got released via logs.
10 Months Ago
Update: Helicopter now drops sound resources when disabled/retired - Also fixed a potential NRE when requesting a sound fails Tests: spawned an attack heli and flew around in it with jumping out at various stages. Also destroyed it to trigger sound recycling.
10 Months Ago
Bugfix: Bicycle now uses it's coasting sound when not pedaling Tests: rode the bicycle with pedaling on and off.
10 Months Ago
Update: Bycicle drops all sound resources when sound definition changes - Previously it tried to manage lifetime of modulators internally, but since we can pool it'll happen automatically now. Tests: rode the bike with jumping off during different moments. Noclipped away and back, redid same actions - all stable.
10 Months Ago
Catapult reloading interaction wip
10 Months Ago
Fix wolves dying when they see a prey before the navmesh is built
10 Months Ago
Phrase update
10 Months Ago
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10 Months Ago
merge from store-ui-frontiersman
10 Months Ago
Frontiersman store page localization fixes
10 Months Ago
Further reduce ore count density by 15% to match release values
10 Months Ago
Fix error spam about animator param not found
10 Months Ago
Update: DPV stops all sounds when no longer simulating In theory, there were edge cases where previously it was possible that some sounds would not be cleaned up. Tests: rode the DPV, jumped off at various points, picked it up and redeployed. Noclipped around the area
10 Months Ago
Update: MovementSounds releases sound resources on disable - Also got rid of IOnParentDestroying implementation - it's handled by OnDisable now Tests: ran in water. Killed self mid run to test onDisable - all good
10 Months Ago
Update: Minigun and Fishing Rod drop their sounds on destroy/cleanup Tests: Spooled up and fired the minigun with switching in between. Fished with switching at various stages(holding, throwing, fish catching, fish pulling).
10 Months Ago
Bugfix: Ignore sound fadeout requests on retired sounds Because sound is a shared-ownership resource and we have scenarios where owners don't know that the sound sometimes has been retired, we need to be a bit more permissive with existing cleanup logic. Tests: Had a fish bite with the fishing rod, started pulling then switched over to a different item, then tried fishing again - with sound pooling this would sometimes throw, but not anymore. Confirmed with audio logs that bad scenario did happen but didn't fail.
10 Months Ago
Frontiersman video
10 Months Ago
Fixed broken collision mesh for rock_formation_huge_c
10 Months Ago
Reverted recent godrock changes to fix terrain gaps
10 Months Ago
let dpv be picked up with fuel and give you the fuel if you do