reporust_rebootcancel

154,541 Commits over 4,536 Days - 1.42cph!

2 Years Ago
Fixed collision issues in cliff_jutting_d
2 Years Ago
Set biome visuals for all huge, large and medium rocks so that they have biome matching colors Reenabled rock formations in arid Made small rock formations spawn in arid
2 Years Ago
BR zone lines display on water surface and terrain underneath
2 Years Ago
hc revolver - fix for showing too many shells in the reload ( now hides 3p fx when in 1p)
2 Years Ago
Update: ItemManager is available on the client - Like server, ticks in the background and cleans up items - when creating/loading items can optionally specify whether it's client-side or server-side item (checked in exclusive modes) - Made EnablePooling a replicated var, it disables clientside effects We have a bunch of client-side item allocations that we don't correctly clean up - this will help deal with that. Tests: built all modes in editor
2 Years Ago
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2 Years Ago
New large coastal rock formations Converted coastal rock terrain filters to use radius and added decor checks Tweaked all coastal rock prefabs to prevent overlaps Tried to make coastal rocks spawn only next to cliffs Added arctic variants of jutting cliffs
2 Years Ago
vm hc revolver anim event update
2 Years Ago
vm hc revolver - tweak to anim event to spawn shells
2 Years Ago
- Radioactive water now inflicts damage on the person carrying it. - Fixed uncessesary send update rad checks
2 Years Ago
vm hc revolver - added toggle gameobject settings to animator (to hide & show shells in cylinder where needed) - added anim event to spawn shells into the world at end of reload (so they land on the floor)
2 Years Ago
Fixed GUID error when dropping an item with ItemModContainerRads
2 Years Ago
Bugfix: don't leak an item if creation request was invalid Tests: none, trivial change
2 Years Ago
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2 Years Ago
bunch of bullshit
2 Years Ago
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2 Years Ago
siege tower wip
2 Years Ago
Add more cover types
2 Years Ago
Merge from fix_barricade_launch_mounds -> main
2 Years Ago
S2P launch site
2 Years Ago
Mark the mounds at launch site as "allow barricades" to fix barricade placement on top of them
2 Years Ago
Merge from fix_barricade_new_cliffs -> main
2 Years Ago
Bugfix: don't create and access a dangling Item when Pooling is enabled - at the same time it also optimizes inventory processing by batching the update as a result of multiple equipment events. Tests: Tested by loadinga a save that borked the inventory by spawning NPCs - passed. Also validated that in multiplayer, wearables update when the player sleeps if they got changed by a different player.
2 Years Ago
Fix wood barricades disabling magnet snapping when sprint is held - this was only intended for high walls as you are often sprinting during combat - allows you to easily snap together wooden barricades
2 Years Ago
add optional material override for foliage displacement strength (replacing vertex color)
2 Years Ago
Healing dart (just a test idea)
2 Years Ago
Merge from Frontier_HighCaliberRevolver
2 Years Ago
parented the new 1p bullet drop to something other than the gun
2 Years Ago
Fixed dropped cartridges having a mind of their own after landing on the ground. Fixed blurriness on them too.
2 Years Ago
Improved wooden barricades blocking other wooden barricades - split into different sized deploy volume for wooden barricades specifically - made the volume shorter and thinner - allows the magnet effect on the edges to draw together wooden barricades on a slope without them blocking eachother as much
2 Years Ago
Fix wooden barricades being difficult to place on the new cliffs - split deploy volumes: one for world layer and another for construction + vehicle + players - moved and shrunk world deploy volume so it doesn't intersect with cliffs as much
2 Years Ago
merge from watervisibilitygrid_fixes
2 Years Ago
Mege from main
2 Years Ago
merge from maim
2 Years Ago
world_update_2 -> radioactive_water
2 Years Ago
merge from fix_raknet_end_sample -> main
2 Years Ago
WaterVisibilityGrid fixes - made it non-static, easier to manage lifetime this way and it should've been owned by the WaterCollision system anyway - adjusted grid to handle ref-counting, this isn't strictly necessary but is the only way to sanely verify if the system has broken (memory footprint is ~1MB) - slightly inflated static trigger bounds by an absolute value to manage small noise changes in position that can push it over a boundary - added a virtual function to EnvironmentVolumeTrigger that lats derived classes run code with a guaranteed trigger collider (some visibility volumes were being missed in OnEnabled from this)
2 Years Ago
Fix missing EndSample() in Raknet.OnMessage
2 Years Ago
3rd person reloads with ammo type variants.
2 Years Ago
disable serversideragdolls by default due to server stall/freeze
2 Years Ago
Update: adding a server "itemmanager.enablepooling" convar to control item pooling - starts off by default Item pooling is too unstable to not have a dynamic switch - already got bit 2 times by it. Who knows what other horrors are hiding out there. Tests: enabled after loading craggy, gave an ak - saw an uptick in pool.print_memory telemetry. disabled, despawned ak - no changes in telemetry.
2 Years Ago
Merge from main
2 Years Ago
Show active dart modifier effects. Separate tea/dart effect displays.
2 Years Ago
merge from main
2 Years Ago
Merge: from main/item_pooling This fixers the NRE on server tick (and blocker for joining). Tests: loaded a save that consistently produced NREs - not anymore
2 Years Ago
Bugfix: disabling Item pooling This causes issues on the server which prevents playing. Tests: loaded a save that consistently produced exceptions - not anymore.
2 Years Ago
Merge: from main Tests: none
2 Years Ago
increase wood yeild from driftwood - someone may harvest them now
2 Years Ago
stricter log pile spawn rules
2 Years Ago
Merge from world_update_2/merge_main (this brings this branch up to date with main)