157,353 Commits over 4,536 Days - 1.45cph!

2 Years Ago
merge from ocean-override-curves
2 Years Ago
merge from world_update_2
2 Years 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
2 Years Ago
non-linear flow scaling, with further tuning
2 Years Ago
add separate transition curves for different ocean override parameter groups
2 Years Ago
merge from item_pooling
2 Years Ago
merge from world_update_2
2 Years Ago
Merge from underwaterlights (max depth darkness toned down)
2 Years Ago
Tuned max depth darkness down further.
2 Years Ago
caves - need another pass to finish with overhang rock in some scenes
2 Years Ago
further progress
2 Years 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
2 Years 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
2 Years Ago
Update: Audio RPC codegen Missed in my previous commit - support for audio.enablesoundpooling. Tests: enabled the switch at runtime, produced assertions (expected)
2 Years 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)
2 Years Ago
cliff_hills_large_e tighter anchors to fix terrain holes
2 Years Ago
Cliff_tall_d fixed terrain holes
2 Years Ago
Merge from underwaterlights
2 Years Ago
Falloff tweaks. Brighter shallows.
2 Years Ago
merge from main
2 Years Ago
Ensure vendor grabs correct direction for peek
2 Years 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.
2 Years Ago
Merge from underwaterlights
2 Years Ago
Merge: from main Tests: none
2 Years Ago
v2 tuning of underwater.
2 Years Ago
merge from world_update_2
2 Years Ago
scaling flow forces with shore distance (needs more tuning)
2 Years 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.
2 Years Ago
Travelling vendor calculates the correct starting distance
2 Years Ago
edited blunderbuss viewmodel animations to prevent the shoulder clipping into view because the FOV and positioning of the gun was changed.
2 Years Ago
water treatment plant
2 Years Ago
Tin can alarms can no longer be picked up without building privileges
2 Years Ago
world_update_2 -> main (print statement was annoying!)
2 Years Ago
Removed spammy debug print statement
2 Years Ago
world_update_2 -> main
2 Years Ago
radioactive_water -> world_update_2
2 Years Ago
Bubble up rads called on server only
2 Years Ago
2 Years Ago
Ensure patrol helicopter will crash at new Radtown and Mining Outpost
2 Years Ago
world_update_2 -> main
2 Years Ago
radioactive_water -> world_update_2
2 Years Ago
Prevent bubble up from throwing an NRE
2 Years Ago
Phrase update
2 Years Ago
Merge: from main Tests: none
2 Years Ago
merge from localization
2 Years Ago
Fixed more input field text size regressions: player report, crafting menu skin picker, spray can
2 Years Ago
Restored map marker edit popup "Enter text" text size Fixed truncated strings
2 Years Ago
Fixed F7 report popup texts size again
2 Years Ago
merge from world_update_2