reporust_rebootcancel

155,850 Commits over 4,566 Days - 1.42cph!

2 Years Ago
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
2 Years Ago
Update: enable sound pooling by default If something goes derp, can be disabled via audio.enablesoundpooling 0 Tests: was explicitly enabled over last 3 days while running all recent changes
2 Years Ago
Stopped icesheets from spawning around lakes
2 Years Ago
Merge: from main Tests: ran around on craggy with logs
2 Years Ago
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
2 Years Ago
Bugfix: don't leak looping sounds when quick-switching It's possible that equipped items with sound effects (setup via sound player) can enable-then-disable across 2 frames, before SoundManager picks up the pending play request. If it's a looping sound(like torches burn loop) it would stay alive forever. Now we cleanup the pending requests on disable of sound player. Tests: mousewheel quickswitched between rock and a torch and observed numbers in audio.printsounds - the burn loop is no longer accumulating.
2 Years Ago
removed debug logs
2 Years Ago
Smoothed vendor entry and exit to spline
2 Years Ago
Bradley much less likely to enter a spline when turning or facing a target from behind
2 Years Ago
Update: SoundManager pools internal lists The pooling effect is minimal, but it achieves 2 small improvements: - we don't hold lists in memory for sounds that don't reapper for a while - those can be reused in other parts of the code - audio.printsounds no longer reports 0 active sounds per definintion Tests: On craggy quickswitched between equipped items. Saw the various sounds appear and disapper in the logs.
2 Years Ago
Update: microphone drops any sounds it has accumulated on destroy Tests: tested by playing the flute when exploding the microphone stand connected to a speaker
2 Years Ago
Update: MiningQuarry drops sound assets when destoyed (though it's invulnerable) Tests: none, trivial change (same type of changes as previous)
2 Years Ago
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2 Years Ago
Update: modular car's engine drops all sound resources on disable Tests: blew up a modular car
2 Years Ago
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2 Years Ago
Update: AmbianceWaveSounds recycles sounds on disable Tests: none targetted(same type of change as before), but have been live on my branch for 2d while testing and working on other changes.
2 Years Ago
Run the update process on a fresh version of the animator from main, fixes all overrides
2 Years Ago
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
2 Years Ago
Switched player_model to use standard animator (it was getting set to this at runtime anyway) Removed some test animator controllers
2 Years Ago
Remove the mention of floating bottles on the load screen tips
2 Years Ago
Disable two scroll rects in the inventory when the inventory is closed, should save about 0.02ms (big gains)
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Siege tower prefab setup, added ladders, detailed colliders and parenting triggers
2 Years 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
2 Years 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
2 Years Ago
Added siege tower Baseline, prefabs
2 Years Ago
Fix flashing being toggled on & off if you press 'F' to focus on player with map open
2 Years Ago
Merge from main -> full_server_demo_client_reader
2 Years Ago
Projectile speed and gravity affected by catapult charge when fired Added 3 placeholder boulder explosion VFXs
2 Years Ago
Full lighting treatment
2 Years Ago
Compile fix, cleanup
2 Years Ago
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2 Years Ago
Better physics setup (placeholder wheel movements) Added push intertaction
2 Years Ago
Remove old spline leave code
2 Years Ago
Perform strafe target check before bothering to enter orbit state
2 Years Ago
Prevent Bradley from instantly rejoining spline
2 Years Ago
tweaks to the viemodel reload anim based on feedback
2 Years 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
2 Years Ago
Update: Engine blend loop drops it's sound resources on disable Tests: none, trivial change (same type of change as previous)
2 Years 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
2 Years Ago
More wip
2 Years Ago
Update: Traveling Vendor drops it's sound resources on client destruction Tests: none, trivial change (same type of change as previous)
2 Years Ago
Update: Parachute and Sled drop their sound resources on destroy Tests: none, trivial changes (same type of change as previous)
2 Years Ago
Update: CCTV and SpinnerWheel drop their sound resources on disable/destroy Tests: none, trivial change (same type of change as previous)
2 Years 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)
2 Years 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)
2 Years Ago
Update: Ferry drops it's sound resources when disabled Tests: none, trivial change (same type of change as previous)