reporust_rebootcancel

108,297 Commits over 3,867 Days - 1.17cph!

44 Days Ago
unfucked oasis_c terrain data assignment - was due to a undone rename earlier in the day repainted the topologies for ocean/oceanside/monument in it
44 Days Ago
merge from main
44 Days Ago
Update: don't expose modulators outside of SoundModulation - Changed printEngineSounds cmd to update more detialed info while removing redundant info - Simplified checks since we can now guarantee that our object is safe by construction. Tests: drove around in a car and checked the output in console.
44 Days Ago
exported wolf run attack shorter anim and edited wolf prowl anim
44 Days Ago
Make wolves run away if they are hit by fire, improve blackboard vislog
44 Days Ago
Remove the old way to find out if a water body is radioactive. New way doesn't require a texture map.
44 Days Ago
more shield texture updates.
44 Days Ago
Bugfix: Cleanup leaking Sound modulators - Sound now gets notified when it gets retired - Moved cleanup from Init to Retire and added safety asserts to Init - Recycle more of SoundModulation state (revealed that we have more storage than modulators) Tests: Ran around on Craggy, gathered resources, smashed a tree, crushed myself with a car by accident, drove around, swam - sound was good.
44 Days Ago
-Shield texture updates -LODs + settings
44 Days Ago
created noatlas concrete barricade variant and applied to concrete barrier prefab so lod1 has same uvs and material as lod0 on the deployable version
44 Days Ago
merge from world_update_2
44 Days Ago
Prevent harbors and ferry terminal from spawning on top of rivers
44 Days Ago
Merge from dpv_anim_transition_fix - contains a change to BaseMountable.Mount that replaces an RPC call to ForcePositionTo with an immediate network update on the player
44 Days Ago
Make flame thrower and fire arrow more reliably scare wolves
44 Days Ago
world_update_2 -> radioactive_water
44 Days Ago
replaced an RPC call to ForcePositionTo with an immediate net update of the player when mounting - both feel responsive, but seperating the change in position from the mounted state caused an edge case in anim state transitions
44 Days Ago
Wood Pile: Balancing changes Increased size of grass displacement map
44 Days Ago
No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
44 Days Ago
merge from terrain-smoothness
44 Days Ago
▌█▆▆▍▌
44 Days Ago
merge from world_update_2
44 Days Ago
Reduced canyon target count from 2 to 1 to help other monuments have enough space to spawn
44 Days Ago
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)
44 Days Ago
Add NoPickUp and FastDespawn item flags. Refactor despawn timer init. Check for NoPickUp flag when showing pickup option.
44 Days Ago
▋▋▄ ▍▅▊▇▅▍█▋▉▍ ▍▄ ▊▌▅▆▌▄, ▌▆▆▅ █▄▉▋ ▄▆█▄▄█ ▅▍██ ▌▉█▋▆▊▄▍
44 Days Ago
added condition to normal swimming->standing transition to not be mounted
44 Days Ago
If a wolf is stuck while roaming, kill it to save perf
44 Days Ago
merge from ocean-lightcolor-override
44 Days Ago
▅▆▉▌ ▍▆▅▊ ▇▊ ▅▊█▇▉▉ ▋▄▅▍▇ ▊█▉▊▆▋ █▇▍▇, ▅▍▍▋▍▌ ▄▉▄▋▄▍ ▊▍▊▆▄▉▄▍▋▊▅ ▇█▌▄ ▅▋█ ▊▇▇▆▍▋
44 Days Ago
mrege from world_update_2
44 Days Ago
Merge: from /main/clean_dead_code Tests: upgraded half wall - it worked
44 Days Ago
Clean: removing code marked for deletion since 2023 Tests: upgraded half-walls - it worked
44 Days Ago
merge from world_update_2
44 Days Ago
merge from frontier_hatchet
44 Days Ago
▍█▇▉▆ ▄█▊▉█▊ ▄▇▆▇▋▆ ▆▍ ▊▉▅██▅▇▊
44 Days Ago
merge from BlunderBuster
44 Days Ago
merge from world_update_2/Halloween_2024
44 Days Ago
Merge from divesite-foliage-displace
44 Days Ago
Merge: from main Tests: none, no conflicts
44 Days Ago
Merge from world_update_2
44 Days Ago
Optim: Recycle a list when paying for placement Tests: none, trivial change
44 Days Ago
world_update_2 -> radioactive_water
44 Days Ago
▋▉▇█▋ ▆▍▊▇ ▋▇▆█_▄▇▉▄▄▋▋▆▋▋▍
44 Days Ago
Merge from Halloween_2024/DraculaCape_Burstcloth
44 Days Ago
Merge from manpad_fix
44 Days Ago
Fixed custom vertex streams on manpad fx
44 Days 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
44 Days 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
44 Days Ago
manifest
44 Days 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