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126,618 Commits over 4,109 Days - 1.28cph!

10 Months Ago
Fix wood barricades disabling magnet snapping when sprint is held - this was only intended for high walls as you are often sprinting during combat - allows you to easily snap together wooden barricades
10 Months Ago
add optional material override for foliage displacement strength (replacing vertex color)
10 Months Ago
Healing dart (just a test idea)
10 Months Ago
Merge from Frontier_HighCaliberRevolver
10 Months Ago
parented the new 1p bullet drop to something other than the gun
10 Months Ago
Fixed dropped cartridges having a mind of their own after landing on the ground. Fixed blurriness on them too.
10 Months Ago
Improved wooden barricades blocking other wooden barricades - split into different sized deploy volume for wooden barricades specifically - made the volume shorter and thinner - allows the magnet effect on the edges to draw together wooden barricades on a slope without them blocking eachother as much
10 Months Ago
Fix wooden barricades being difficult to place on the new cliffs - split deploy volumes: one for world layer and another for construction + vehicle + players - moved and shrunk world deploy volume so it doesn't intersect with cliffs as much
10 Months Ago
merge from watervisibilitygrid_fixes
10 Months Ago
Merge from ai_wolf_iteration
10 Months Ago
Mege from main
10 Months Ago
merge from maim
10 Months Ago
world_update_2 -> radioactive_water
10 Months Ago
merge from fix_raknet_end_sample -> main
10 Months Ago
WaterVisibilityGrid fixes - made it non-static, easier to manage lifetime this way and it should've been owned by the WaterCollision system anyway - adjusted grid to handle ref-counting, this isn't strictly necessary but is the only way to sanely verify if the system has broken (memory footprint is ~1MB) - slightly inflated static trigger bounds by an absolute value to manage small noise changes in position that can push it over a boundary - added a virtual function to EnvironmentVolumeTrigger that lats derived classes run code with a guaranteed trigger collider (some visibility volumes were being missed in OnEnabled from this)
10 Months Ago
Fix missing EndSample() in Raknet.OnMessage
10 Months Ago
3rd person reloads with ammo type variants.
10 Months Ago
disable serversideragdolls by default due to server stall/freeze
10 Months Ago
Update: adding a server "itemmanager.enablepooling" convar to control item pooling - starts off by default Item pooling is too unstable to not have a dynamic switch - already got bit 2 times by it. Who knows what other horrors are hiding out there. Tests: enabled after loading craggy, gave an ak - saw an uptick in pool.print_memory telemetry. disabled, despawned ak - no changes in telemetry.
10 Months Ago
Merge from main
10 Months Ago
Show active dart modifier effects. Separate tea/dart effect displays.
10 Months Ago
merge from world_update_2
10 Months Ago
merge from main
10 Months Ago
Merge: from main/item_pooling This fixers the NRE on server tick (and blocker for joining). Tests: loaded a save that consistently produced NREs - not anymore
10 Months Ago
Bugfix: disabling Item pooling This causes issues on the server which prevents playing. Tests: loaded a save that consistently produced exceptions - not anymore.
10 Months Ago
merge from world_update_2
10 Months Ago
Merge: from main Tests: none
10 Months Ago
increase wood yeild from driftwood - someone may harvest them now
10 Months Ago
stricter log pile spawn rules
10 Months Ago
Merge from world_update_2
10 Months Ago
Merge from world_update_2/merge_main (this brings this branch up to date with main)
10 Months Ago
Backups
10 Months Ago
Merge from parent
10 Months Ago
Merge from main
10 Months Ago
Tag hill cliffs as AllowBarricadePlacement
10 Months Ago
Del duplicated assets (ammunition_test models + shotgun powdery muzzle flash 'iteratecopy')
10 Months Ago
Prefab backup
10 Months Ago
Parent merge
10 Months Ago
Merge from world_update_2
10 Months Ago
Unsaved
10 Months Ago
Allow debug.ent_find_radius to work in live gameplay (was just demos)
10 Months Ago
Merge from world_update_2
10 Months Ago
Fixed NRE when looking at water if radiation water map doesn't exist
10 Months Ago
Fixed water well food cache and npc spawner marked as Client Cull while breaks spawning when used in MonumentIsland S2P affected water wells
10 Months Ago
Merge from media_projects/frontiersman_media
10 Months Ago
Parent merge
10 Months Ago
Parent merge
10 Months Ago
Merge from world_update_2
10 Months Ago
Update the liquid push targets if we encounter a push target that is no longer valid while moving water around
10 Months Ago
FIxed spawn point gizmos showing a secondary, incorrect cyan circle