125,642 Commits over 4,171 Days - 1.26cph!

1 Year Ago
merge from fix_raknet_end_sample -> main
1 Year 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)
1 Year Ago
Fix missing EndSample() in Raknet.OnMessage
1 Year Ago
3rd person reloads with ammo type variants.
1 Year Ago
disable serversideragdolls by default due to server stall/freeze
1 Year 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.
1 Year Ago
Merge from main
1 Year Ago
Show active dart modifier effects. Separate tea/dart effect displays.
1 Year Ago
merge from main
1 Year 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
1 Year Ago
Bugfix: disabling Item pooling This causes issues on the server which prevents playing. Tests: loaded a save that consistently produced exceptions - not anymore.
1 Year Ago
Merge: from main Tests: none
1 Year Ago
increase wood yeild from driftwood - someone may harvest them now
1 Year Ago
stricter log pile spawn rules
1 Year Ago
Merge from world_update_2/merge_main (this brings this branch up to date with main)
1 Year Ago
Merge from parent
1 Year Ago
Merge from main
1 Year Ago
Tag hill cliffs as AllowBarricadePlacement
1 Year Ago
Unsaved
1 Year Ago
Allow debug.ent_find_radius to work in live gameplay (was just demos)
1 Year Ago
Fixed NRE when looking at water if radiation water map doesn't exist
1 Year Ago
Fixed water well food cache and npc spawner marked as Client Cull while breaks spawning when used in MonumentIsland S2P affected water wells
1 Year Ago
Update the liquid push targets if we encounter a push target that is no longer valid while moving water around
1 Year Ago
FIxed spawn point gizmos showing a secondary, incorrect cyan circle
1 Year Ago
Added more crate spawn points and standardised all of the dive sites to spawn the same amount of crates
1 Year Ago
Add shark spawner to the spawn groups list on new divesites so it won't retire until the shark is killed (matching behaviour of old dive sites)
1 Year Ago
Added a UseCurve option to GameObjectToggleState and an accompanying curve, if the curve value is greater than 0 it will be considered on Allows us to toggle an object on and off multiple times in a single state
1 Year Ago
fix viewmodel anim sounds not playiing during ADS
1 Year Ago
Missing files
1 Year Ago
Tweaked rock formaton huge materials Revamped coastal_rock_large_a Added more large coastal rock prefabs Tweaked coastal rock large density settings in world setup Tweaked cliff_jutting_d
1 Year Ago
Added burst cloth to tassels on blunderbuss viewmodel - rig updated and also needed a fresh anim export due to hierarchy changes
1 Year Ago
manually merged new plane and foliage in to divesite_d prefab, removed temp prefab
1 Year Ago
new divesite plane, scene dressed, added to scene/prefab. saved divesite_d_temp prefab so i can manually merge
1 Year Ago
merge fix_train_tunnel_rain -> main
1 Year Ago
Ensured large coastal rocks don't spawn on 'monument' marked topology
1 Year Ago
Fix using wrong GetHeight() overload
1 Year Ago
Fix rain getting players wet when they are inside train tunnels - extend the top position of the sky check to 1m above terrain if the players is >100m below terrain - this prevents the raycast from starting under the terrain and going through the top of a tunnel mesh
1 Year Ago
1 Year Ago
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1 Year Ago
Bump protocol network
1 Year Ago
Add cover component supporting primitive shapes
1 Year Ago
Fix incorrect line in OBB DebugDraw
1 Year Ago
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1 Year Ago
radioactive_water -> world_update_2
1 Year Ago
Radioactive water~ - Ensure base radioactivity is always set on object init - Ensure base radioactivity is always set on object load - Added profiling to item container rad count - Move radiation map creation to just happen when the first radioactive body tries to add anything
1 Year Ago
Merge: from item_pooling This reintroduces pooling for Items while fixing the original bug that caused their backout. Tests: build all modes in editor, tried to repro original bug - didn't happen.