reporust_rebootcancel

157,724 Commits over 4,566 Days - 1.44cph!

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Remove old spineIkAimOffset system, superseded by new components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
2 Years Ago
Normalize scene paths across windows and unix Remove code that looked for scene name by full path in editor
2 Years Ago
Change the scene prefab remapping dictionary to be case insensitive
2 Years Ago
changed crate spawn positions on divesite_d and divesite_e so they are higher than the seaweed until the foliage_flattening is implemented
2 Years Ago
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2 Years Ago
Bunch of very WIP experiments
2 Years Ago
Phrase update
2 Years Ago
Fixed being able to place small I/O inside rock formations
2 Years Ago
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2 Years Ago
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2 Years Ago
Attempt to fix root motion anim asset being marked as changed when opened on another machine
2 Years Ago
world_update_2 -> main
2 Years Ago
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2 Years Ago
Increase second rad pool height so its easier to drink from
2 Years Ago
merge from main
2 Years Ago
Merge: from item_pooling Fixes NRE when saving a player that was killed while crafting items and returned items would stack with existing inventory items Tests: crafted low grade fuel with 1 extra fat in the inventory, killed before finishing the craft and saved the session on the server - no NRE
2 Years Ago
merge -> world_update_2 (have to do this again cause of last conflicts)
2 Years Ago
Refix: Had to remove due to merge conflicts
2 Years Ago
Merge: from main Tests: editor build
2 Years Ago
Clean: remove CancelTask ReturnItems param Param was always set to true. Tests: Crafted to completion and with cancellation (voluntary + killing)
2 Years Ago
main -> world_update_2
2 Years Ago
Update: rewrite the same bugfix a bit better - More explicitly explained why it's needed Tests: none, trivial change
2 Years Ago
Fixed drinking from rad water sources just providing regular water
2 Years Ago
Bugfix: Release items that we've moved from crafting tasks back to inventory. Tests: Crafted low grade fuel with 4 fat in inventory, then killed self mid-craft and saved - no NRE
2 Years Ago
slightly increased hcr damage falloff distance and projectile velocity
2 Years Ago
bc - brought root motion strength on frontier hatchet up slightly from zero