reporust_rebootcancel

125,603 Commits over 4,171 Days - 1.25cph!

1 Year Ago
Merge: from /main/clean_dead_code Tests: upgraded half wall - it worked
1 Year Ago
Clean: removing code marked for deletion since 2023 Tests: upgraded half-walls - it worked
1 Year Ago
merge from frontier_hatchet
1 Year Ago
merge from BlunderBuster
1 Year Ago
merge from world_update_2/Halloween_2024
1 Year Ago
Merge from divesite-foliage-displace
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year Ago
Merge from world_update_2
1 Year Ago
Optim: Recycle a list when paying for placement Tests: none, trivial change
1 Year Ago
world_update_2 -> radioactive_water
1 Year Ago
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1 Year Ago
Merge from Halloween_2024/DraculaCape_Burstcloth
1 Year Ago
Merge from manpad_fix
1 Year Ago
Fixed custom vertex streams on manpad fx
1 Year Ago
Optim: Avoid transient allocations for GetReloadMenu This is more like a janitorial fixup rather than anything significant. Not recycling GameMenu.Options list because it's a struct, and we don't have a good strategy of shrinking containers in the pool yet. Tests: Changed ammo for AK via radial menu
1 Year Ago
Added Tools/Find/Conflict ID Lookup tool Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0 Rebuild manifest
1 Year Ago
manifest
1 Year Ago
Update: reset radioactivity when recycling Items Although Item pooling is not live on this branch, instead of going through merge overhead I'm just patching it directly here. Tests: none, trivial change
1 Year Ago
Optim: Reduce allocations when running reloading logic on the server - Added non-allocating singular IAmmoContainer.FindX methods We've got a bunch of places where we are only interested in result but try to gather all. Tests: Built all modes in editor. In local session, shot a couple mags with different ammo types. Explicitly switched ammo type via radial menu, and implicitly via reload-on-empty.
1 Year Ago
painted black on ocean and ocean side topos of oasises fixed ocasis_c biome texture not containing data
1 Year Ago
wip temporary, no-pickup world items
1 Year Ago
store view frontiers
1 Year Ago
Update: Getting rid of allocating PlayerInventory.AllItems - Previous AllItemsNoAlloc is now new GetAllItems - Added PlayerInventory.Contains Tests: none, trivial changes
1 Year Ago
Update: List<Item> now use Free instead of FreeUnmanaged. - Amortized a couple consecutive push calls Need to do the same for ItemContainer. Tests: Built all modes in editor. No runtime tests as it's trivial changes.
1 Year Ago
Compute anim hashes to not reimport them when they didn't change
1 Year Ago
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1 Year Ago
Dart tweaks
1 Year Ago
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Wider terrain blend map for swamp_b
1 Year Ago
S2P stables_b to fix missing HLOD on monument scene version
1 Year Ago
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1 Year Ago
Merge: from main Tests: built all modes in editor
1 Year Ago
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1 Year Ago
Texture changes, redid the leather because I wasn't happy with it.
1 Year Ago
added direct transition from swimming<-->sitting anim states, driven by water level - this stops the anim graph from always passing through standing when mounting or dismounting DPV
1 Year Ago
merge from world_update_2
1 Year Ago
updated manifest (dpv was lost in the merge)
1 Year Ago
Fix wolves that are stuck spamming pathfinding and traces
1 Year Ago
Merge from main
1 Year Ago
Merge from dartmod
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
Possible fix for cave culling volumes incorrectly hiding themselves while a player is inside It appears MeshLOD may have been setting the meshfilter of some meshes to null before CullingVolume has a chance to build the volume bounds, leading to bounds that were too small Added debug.printCullingVolumeInfo to print the current volumes the camera is inside of for debugging
1 Year Ago
Fixed floating bottle in water_well_d
1 Year Ago
Fixed a culling volume setup in cave_small_medium that resulted in being able to see into the void