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125,656 Commits over 4,171 Days - 1.26cph!

1 Year Ago
Added river rocks Brought back small arctic rocks
1 Year Ago
Started prototyping catapult siege weapon Added basic interactions, placeholder fire animation Only fires rockets atm, still need to add new projectiles
1 Year Ago
merge from main
1 Year Ago
merge from ocean-override-curves
1 Year Ago
merge from world_update_2
1 Year Ago
Reworked the fix for seaweed spawning above ocean / it was conflicting with grass and lowering the density of coastal rocks New fix uses clutter topology to block off seaweeds instead
1 Year Ago
non-linear flow scaling, with further tuning
1 Year Ago
add separate transition curves for different ocean override parameter groups
1 Year Ago
merge from item_pooling
1 Year Ago
merge from world_update_2
1 Year Ago
Merge from underwaterlights (max depth darkness toned down)
1 Year Ago
Tuned max depth darkness down further.
1 Year Ago
caves - need another pass to finish with overhang rock in some scenes
1 Year Ago
further progress
1 Year Ago
Ensure upper bound clamp of the method version of AfterProtection is set to a large enough value so the value doesnt incorrectly clamp to the radiaition amount itself
1 Year Ago
deleted unused concrete_barrier material generated from fbx import and changed barricade_concrete and barricade_concrete_gibs fbx material import to embed then linked existing correct materials
1 Year Ago
Update: Audio RPC codegen Missed in my previous commit - support for audio.enablesoundpooling. Tests: enabled the switch at runtime, produced assertions (expected)
1 Year Ago
Update: RPC Codegen Somehow missed it despite generating previously. Tests: validated that I can dynamically switch it(even if it triggers my asserts - it's intentional)
1 Year Ago
cliff_hills_large_e tighter anchors to fix terrain holes
1 Year Ago
Cliff_tall_d fixed terrain holes
1 Year Ago
Merge from underwaterlights
1 Year Ago
Falloff tweaks. Brighter shallows.
1 Year Ago
merge from main
1 Year Ago
Ensure vendor grabs correct direction for peek
1 Year Ago
Merge: from soundmodulator_leak Workarounds the AudioAmbience NREs by disabling pooling (audio.enablesoundpooling). Tests: on Craggy shot up 20 scientists, rode a horse, cut down trees, placed 100 barricades - no uptick in pooling of sound modulators in telemetry. No old NREs triggered.
1 Year Ago
Merge from underwaterlights
1 Year Ago
Merge: from main Tests: none
1 Year Ago
v2 tuning of underwater.
1 Year Ago
merge from world_update_2
1 Year Ago
scaling flow forces with shore distance (needs more tuning)
1 Year Ago
Update: Add console switch to enable sound pooling - Disabled by default while I'm investigating ongoing NREs in the area Tests: spawned 20 scientists and killed them. Ran around placing 100 barricades. Cut down 2 trees. Telemetry showed no pooled sound modulators.
1 Year Ago
Travelling vendor calculates the correct starting distance
1 Year Ago
edited blunderbuss viewmodel animations to prevent the shoulder clipping into view because the FOV and positioning of the gun was changed.
1 Year Ago
water treatment plant
1 Year Ago
Tin can alarms can no longer be picked up without building privileges
1 Year Ago
world_update_2 -> main (print statement was annoying!)
1 Year Ago
Removed spammy debug print statement
1 Year Ago
world_update_2 -> main
1 Year Ago
radioactive_water -> world_update_2
1 Year Ago
Bubble up rads called on server only
1 Year Ago
Ensure patrol helicopter will crash at new Radtown and Mining Outpost
1 Year Ago
world_update_2 -> main
1 Year Ago
radioactive_water -> world_update_2
1 Year Ago
Prevent bubble up from throwing an NRE
1 Year Ago
Phrase update
1 Year Ago
Merge: from main Tests: none
1 Year Ago
merge from localization
1 Year Ago
Fixed more input field text size regressions: player report, crafting menu skin picker, spray can