reporust_rebootcancel

124,050 Commits over 4,171 Days - 1.24cph!

12 Months Ago
Bugfix: PatrolHeli now releases modulators alongside the sounds Tests: none, trivial change
12 Months Ago
Bugfix: Drone now releases pitch modulator on destruction Tests: none, trivial change
12 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.
12 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.
12 Months Ago
Bugfix: Bicycle now uses it's coasting sound when not pedaling Tests: rode the bicycle with pedaling on and off.
12 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.
12 Months Ago
Catapult reloading interaction wip
12 Months Ago
Fix wolves dying when they see a prey before the navmesh is built
12 Months Ago
Phrase update
12 Months Ago
▊▅█ ▆▄▅▇▉▊ ▋▋ ▉▅▉▇▍▇ ▇█▄▄▄▊▊ ▇▄▇▄▊ ▇▇ ▌▄▆▉▍▇ ▌▆▊▉
12 Months Ago
merge from store-ui-frontiersman
12 Months Ago
Frontiersman store page localization fixes
12 Months Ago
Further reduce ore count density by 15% to match release values
12 Months Ago
Fix error spam about animator param not found
12 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
12 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
12 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).
12 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.
12 Months Ago
Frontiersman video
12 Months Ago
Fixed broken collision mesh for rock_formation_huge_c
12 Months Ago
Reverted recent godrock changes to fix terrain gaps
12 Months Ago
let dpv be picked up with fuel and give you the fuel if you do
12 Months Ago
Bradley logs wrapped in unity editor checks
12 Months Ago
using parallel call to populate water flow from shore vectors
12 Months Ago
▉▆▉█▌▉ ▆▄▆▋▌▉▊██.▄▄▊▋▊██_▄▆▋▋▅▇ ▆▊▇▊▅▉▄▋▍█▊ ▆▋▅▋▋▍▇▍ ▄▍ ▊▍▅▊▉▌ ▄▅▇▋▅█ ▍▋▊'█ ▅▇▄▇▋▅▊▍█ ▌▇▊▇ ▇█▌▄▇▉▊▆
12 Months Ago
not serializing flowmap, we can just generate it on load
12 Months Ago
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out Tests: noclipped around Craggy with audio recycling logs on - no NREs
12 Months Ago
merge from main
12 Months Ago
merge from world_update_2
12 Months Ago
added additional checks to dpv mounting to make it harder to get stuck
12 Months Ago
Itemstore links
12 Months Ago
merge from main
12 Months Ago
Disable underwater blur when using underwater_cinematic convar
12 Months Ago
Added prop opffset support when holding a left hand dominant entity
12 Months Ago
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows) Added option to only apply hand aiming while in ADS
12 Months Ago
Stuff not for this patch
12 Months Ago
Rebuild manifest, includes missing cliff rocks
12 Months Ago
Remove old spineIkAimOffset system, superseded by new components
12 Months Ago
Fixed left hand IK not getting applied when switching between weapons
12 Months Ago
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
12 Months Ago
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
12 Months Ago
Unsaved changes
12 Months Ago
Added throw support to pose editor Removed right hand pose component entirely Added basic camera rotate and pitch controls to edit scene
12 Months Ago
merge from flashlightfixes
12 Months Ago
Flashlight fixes (safe version, ball fixes only).
12 Months Ago
Removed some leftover logs
12 Months Ago
Fixed some incorrect rig behaviour when entering and exiting edit mode
12 Months Ago
Remove dedicated right hand aim component (now builtin to AimPose component) Expose right hand aim offset per weapon
12 Months Ago
Fix train tunnel entrances not having `PreventMonumentBuildingTag` component added because they were not generated with S2P Ensured both train tunnel entrances were marked as "AllowBarricadePlacement"
12 Months Ago
merge from main -> fix_barricade_train_tunnels