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121,612 Commits over 4,048 Days - 1.25cph!

8 Months 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
8 Months 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
8 Months Ago
merge from watervisibilitygrid_fixes
8 Months Ago
Merge from ai_wolf_iteration
8 Months Ago
Mege from main
8 Months Ago
merge from maim
8 Months Ago
world_update_2 -> radioactive_water
8 Months Ago
merge from fix_raknet_end_sample -> main
8 Months 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)
8 Months Ago
Fix missing EndSample() in Raknet.OnMessage
8 Months Ago
3rd person reloads with ammo type variants.
8 Months Ago
disable serversideragdolls by default due to server stall/freeze
8 Months 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.
8 Months Ago
Merge from main
8 Months Ago
Show active dart modifier effects. Separate tea/dart effect displays.
8 Months Ago
merge from world_update_2
8 Months Ago
merge from main
8 Months 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
8 Months Ago
Bugfix: disabling Item pooling This causes issues on the server which prevents playing. Tests: loaded a save that consistently produced exceptions - not anymore.
8 Months Ago
merge from world_update_2
8 Months Ago
Merge: from main Tests: none
8 Months Ago
increase wood yeild from driftwood - someone may harvest them now
8 Months Ago
stricter log pile spawn rules
8 Months Ago
Merge from world_update_2
8 Months Ago
Merge from world_update_2/merge_main (this brings this branch up to date with main)
8 Months Ago
Backups
8 Months Ago
Merge from parent
8 Months Ago
Merge from main
8 Months Ago
Tag hill cliffs as AllowBarricadePlacement
8 Months Ago
Del duplicated assets (ammunition_test models + shotgun powdery muzzle flash 'iteratecopy')
8 Months Ago
Prefab backup
8 Months Ago
Parent merge
8 Months Ago
Merge from world_update_2
8 Months Ago
Unsaved
8 Months Ago
Allow debug.ent_find_radius to work in live gameplay (was just demos)
8 Months Ago
Merge from world_update_2
8 Months Ago
Fixed NRE when looking at water if radiation water map doesn't exist
8 Months Ago
Fixed water well food cache and npc spawner marked as Client Cull while breaks spawning when used in MonumentIsland S2P affected water wells
8 Months Ago
Merge from media_projects/frontiersman_media
8 Months Ago
Parent merge
8 Months Ago
Parent merge
8 Months Ago
Merge from world_update_2
8 Months Ago
Update the liquid push targets if we encounter a push target that is no longer valid while moving water around
8 Months Ago
FIxed spawn point gizmos showing a secondary, incorrect cyan circle
8 Months Ago
Added more crate spawn points and standardised all of the dive sites to spawn the same amount of crates
8 Months Ago
Add shark spawner to the spawn groups list on new divesites so it won't retire until the shark is killed (matching behaviour of old dive sites)
8 Months Ago
Added a UseCurve option to GameObjectToggleState and an accompanying curve, if the curve value is greater than 0 it will be considered on Allows us to toggle an object on and off multiple times in a single state
8 Months Ago
fix viewmodel anim sounds not playiing during ADS
8 Months Ago
Missing files
8 Months Ago
Tweaked rock formaton huge materials Revamped coastal_rock_large_a Added more large coastal rock prefabs Tweaked coastal rock large density settings in world setup Tweaked cliff_jutting_d