125,573 Commits over 4,171 Days - 1.25cph!

12 Months Ago
Optim: Reduce allocations when running reloading logic on the server - Added non-allocating singular IAmmoContainer.FindX methods We've got a bunch of places where we are only interested in result but try to gather all. Tests: Built all modes in editor. In local session, shot a couple mags with different ammo types. Explicitly switched ammo type via radial menu, and implicitly via reload-on-empty.
12 Months Ago
painted black on ocean and ocean side topos of oasises fixed ocasis_c biome texture not containing data
12 Months Ago
wip temporary, no-pickup world items
12 Months Ago
store view frontiers
12 Months Ago
Update: Getting rid of allocating PlayerInventory.AllItems - Previous AllItemsNoAlloc is now new GetAllItems - Added PlayerInventory.Contains Tests: none, trivial changes
12 Months Ago
Update: List<Item> now use Free instead of FreeUnmanaged. - Amortized a couple consecutive push calls Need to do the same for ItemContainer. Tests: Built all modes in editor. No runtime tests as it's trivial changes.
12 Months Ago
Compute anim hashes to not reimport them when they didn't change
12 Months Ago
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12 Months Ago
Dart tweaks
12 Months Ago
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Wider terrain blend map for swamp_b
12 Months Ago
S2P stables_b to fix missing HLOD on monument scene version
12 Months Ago
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12 Months Ago
Merge: from main Tests: built all modes in editor
12 Months Ago
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Texture changes, redid the leather because I wasn't happy with it.
12 Months Ago
added direct transition from swimming<-->sitting anim states, driven by water level - this stops the anim graph from always passing through standing when mounting or dismounting DPV
12 Months Ago
merge from world_update_2
12 Months Ago
updated manifest (dpv was lost in the merge)
12 Months Ago
Fix wolves that are stuck spamming pathfinding and traces
12 Months Ago
Merge from main
12 Months Ago
Merge from dartmod
12 Months Ago
merge from main
12 Months Ago
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12 Months Ago
Possible fix for cave culling volumes incorrectly hiding themselves while a player is inside It appears MeshLOD may have been setting the meshfilter of some meshes to null before CullingVolume has a chance to build the volume bounds, leading to bounds that were too small Added debug.printCullingVolumeInfo to print the current volumes the camera is inside of for debugging
12 Months Ago
Fixed floating bottle in water_well_d
12 Months Ago
Fixed a culling volume setup in cave_small_medium that resulted in being able to see into the void
12 Months Ago
radioactive_water -> Aux2
12 Months Ago
Fixed radiation triggers returning minimal/no rads
12 Months Ago
Speculative fix for MapMarkerCH47.SetupUIMarker NRE
12 Months Ago
Fixed floating IO wires in Radtown Fixed floating stack of license plates in Radtown S2P
12 Months Ago
Remove DontBecomeSolidWithPlayerInside component from waterball, it's deprecated and no longer used Fixed water ball spawning 1m in front of player even if they are standing in front of something solid, fixes sometimes being able to pour radioactive water though walls and killing plants Removed a useless GetComponent in FixedUpdate
12 Months Ago
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12 Months Ago
Fix wolves not properly following players carrying fire
12 Months Ago
Allow removing keys from bb component
12 Months Ago
Fix wolves stopping right in front of players without attacking sometimes
12 Months Ago
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merge from main
12 Months Ago
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12 Months Ago
radioactive_water -> world_update_2
12 Months Ago
Attempt to fix an incorrect GUID error