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155,849 Commits over 4,566 Days - 1.42cph!

2 Years Ago
Bugfix: Drone now releases pitch modulator on destruction Tests: none, trivial change
2 Years 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.
2 Years 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.
2 Years Ago
Bugfix: Bicycle now uses it's coasting sound when not pedaling Tests: rode the bicycle with pedaling on and off.
2 Years 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.
2 Years Ago
Catapult reloading interaction wip
2 Years Ago
Fix wolves dying when they see a prey before the navmesh is built
2 Years Ago
Phrase update
2 Years Ago
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2 Years Ago
merge from store-ui-frontiersman
2 Years Ago
Frontiersman store page localization fixes
2 Years Ago
Further reduce ore count density by 15% to match release values
2 Years Ago
Fix error spam about animator param not found
2 Years 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
2 Years 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
2 Years 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).
2 Years 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.
2 Years Ago
Frontiersman video
2 Years Ago
Fixed broken collision mesh for rock_formation_huge_c
2 Years Ago
Reverted recent godrock changes to fix terrain gaps
2 Years Ago
let dpv be picked up with fuel and give you the fuel if you do
2 Years Ago
Bradley logs wrapped in unity editor checks
2 Years Ago
using parallel call to populate water flow from shore vectors
2 Years Ago
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2 Years Ago
not serializing flowmap, we can just generate it on load
2 Years Ago
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out Tests: noclipped around Craggy with audio recycling logs on - no NREs
2 Years Ago
merge from main
2 Years Ago
merge from world_update_2
2 Years Ago
added additional checks to dpv mounting to make it harder to get stuck
2 Years Ago
Itemstore links
2 Years Ago
merge from main
2 Years Ago
Disable underwater blur when using underwater_cinematic convar
2 Years Ago
Added prop opffset support when holding a left hand dominant entity
2 Years 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
2 Years Ago
Stuff not for this patch
2 Years Ago
Rebuild manifest, includes missing cliff rocks
2 Years Ago
Remove old spineIkAimOffset system, superseded by new components
2 Years Ago
Fixed left hand IK not getting applied when switching between weapons
2 Years 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
2 Years Ago
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
2 Years Ago
Unsaved changes
2 Years Ago
Added throw support to pose editor Removed right hand pose component entirely Added basic camera rotate and pitch controls to edit scene
2 Years Ago
merge from flashlightfixes
2 Years Ago
Flashlight fixes (safe version, ball fixes only).
2 Years Ago
Removed some leftover logs
2 Years Ago
Fixed some incorrect rig behaviour when entering and exiting edit mode
2 Years Ago
Remove dedicated right hand aim component (now builtin to AimPose component) Expose right hand aim offset per weapon
2 Years 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"
2 Years Ago
merge from main -> fix_barricade_train_tunnels
2 Years Ago
Reduce ore count density target to match release values