reporust_rebootcancel

108,295 Commits over 3,867 Days - 1.17cph!

43 Days Ago
Codegen
43 Days Ago
Progress
43 Days Ago
Merge from main -> runtime_profiling_pooling
43 Days Ago
Merge from world_update_2
43 Days Ago
Various fixes for ProceduralMapEmpty, ProceduralMapRailSimple and ProceduralMapRoadSimple test maps
43 Days Ago
merge from runtime_profiling_raknet -> main
43 Days Ago
Run codegen after merge
43 Days Ago
Increase ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
43 Days Ago
temporary manual z-test
43 Days Ago
Merge from main -> runtime_profiling_raknet
43 Days Ago
Adjusted cave terrain checks to enforce slightly more padding between the terrain surface and the caves (attempt to fix new cliffs sometimes reaching into caves)
43 Days Ago
TerrainCheckGeneratorVolumes takes an optional offset
43 Days Ago
incremental updates, respond to texsize change in editor
43 Days Ago
viewmodel prefab - rough placement for attachments (will fininalize once viewmodel attachment override script is on same branch as asset) 3p entity - updated flashlight attachment position
43 Days Ago
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43 Days Ago
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43 Days Ago
Remove a bunch of the buggy water check logic. Just parse radioactive status of water on drink/fill requests
43 Days Ago
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43 Days Ago
Radtown: Enabled mesh collider on toxic water surface Raised second radioactive water source to extend higher up S2P
43 Days Ago
Merge: from pool_container_telem Tests: took telem info from craggy, procgen 4.5k and saved procgen map. Built all modes in editor. Built standalone server exe.
43 Days Ago
Some changes on the new radioactive body drinking detection. Closer.
43 Days Ago
Buildfix: properly exclude command from non-editor builds Tests: built all modes in editor. Built standalone server.
43 Days Ago
Fix fireball emission potentially not only being enabled when fireballs are stationary
43 Days Ago
Fixed radioactive water poisoning sound trying to access a higher index by accident
43 Days Ago
Added null check in CalculateInventoryRadioactivity to prevent NRE when updating player inventory radioactivity
43 Days Ago
Fixed broken bota bag prefab Ensured it has correct container to support rad water
43 Days Ago
Update: added editor-only print_memory_overhead cmd - Marked that it gives estimates, not accurate results Tests: ran on craggy - got simlar results to print_memory
43 Days Ago
Fixed wood piles being set as ore
43 Days Ago
world_update_2 -> radioactive_water
43 Days Ago
Tweak incapacitate vision block duration. Add fade in/out for effect.
43 Days Ago
Update: print extra mem held by containers in Pool Tests: took a couple snapshots on craggy, fresh 4.5k procgen + 4.5k procgen save
43 Days Ago
-Shield Texture tweaks
43 Days Ago
Update: Pool can track container capacity memory overhead - Implemented as an editor-only feature to avoid adding overhead in release I needed to confirm that we don't keep around giant lists/buffers in the pool. Tests: entered play mode in editor
43 Days Ago
Obscure vision overlay prefab tweaks and added separate placeholder image/mat
43 Days Ago
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43 Days Ago
Added TargetCountWorldSizeMultiplier to PlaceMonuments Reduced lake target count from 2 to 1 for small maps
43 Days Ago
Additional checks for ice sheets to avoid rivers
43 Days Ago
basis of water flow terraindata - compressed y-axis rotation of a world-aligned forward vector to a byte (about 0.71 degree error) in -pi to +pi range
43 Days Ago
Fixed some additional oddities where rivers meet ocean
43 Days Ago
Fixed several GenerateOceanTopology oversights
43 Days Ago
-Shield Prefabs
43 Days Ago
-Shield world model prefab + LOD and pivot changes
43 Days Ago
If fire is ignited while wolves are very close, they will retreat instead of just slowing down to give better feedback that fire worked
43 Days Ago
Fix fireball isStationary compile error when compiling in None mode
43 Days Ago
Change wolf behaviour so that it doesn't get used to fire and start ignoring it once the player gets too close Now it'll attack despite the fire if the player is too close, but stay defensive and use hit and run tactics instead of hyper-aggression through fire
43 Days Ago
tweaking of coastal rock terrain raise parameters, added an extra object with lower opacity and larger radius to ease out the terrain but the system has its limits as its stands
43 Days Ago
Enable divesite_plane_COL r/w
43 Days Ago
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43 Days Ago
Blunderbuss + frontier hatchet backpack offsets
43 Days Ago
Merge from hill_cliffs_splat