reporust_rebootcancel

106,905 Commits over 3,836 Days - 1.16cph!

8 Days Ago
merge from store-ui-frontiersman
8 Days Ago
Frontiersman store page localization fixes
8 Days Ago
Further reduce ore count density by 15% to match release values
8 Days Ago
Fix error spam about animator param not found
8 Days Ago
Update: DPV stops all sounds when no longer simulating In theory, there were edge cases where previously it was possible that some sounds would not be cleaned up. Tests: rode the DPV, jumped off at various points, picked it up and redeployed. Noclipped around the area
8 Days Ago
Update: MovementSounds releases sound resources on disable - Also got rid of IOnParentDestroying implementation - it's handled by OnDisable now Tests: ran in water. Killed self mid run to test onDisable - all good
8 Days Ago
Update: Minigun and Fishing Rod drop their sounds on destroy/cleanup Tests: Spooled up and fired the minigun with switching in between. Fished with switching at various stages(holding, throwing, fish catching, fish pulling).
8 Days Ago
Bugfix: Ignore sound fadeout requests on retired sounds Because sound is a shared-ownership resource and we have scenarios where owners don't know that the sound sometimes has been retired, we need to be a bit more permissive with existing cleanup logic. Tests: Had a fish bite with the fishing rod, started pulling then switched over to a different item, then tried fishing again - with sound pooling this would sometimes throw, but not anymore. Confirmed with audio logs that bad scenario did happen but didn't fail.
8 Days Ago
Frontiersman video
8 Days Ago
Fixed broken collision mesh for rock_formation_huge_c
8 Days Ago
Reverted recent godrock changes to fix terrain gaps
8 Days Ago
let dpv be picked up with fuel and give you the fuel if you do
8 Days Ago
Bradley logs wrapped in unity editor checks
8 Days Ago
using parallel call to populate water flow from shore vectors
8 Days Ago
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8 Days Ago
main -> release
8 Days Ago
not serializing flowmap, we can just generate it on load
8 Days Ago
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out Tests: noclipped around Craggy with audio recycling logs on - no NREs
8 Days Ago
merge from main
8 Days Ago
merge from world_update_2
8 Days Ago
added additional checks to dpv mounting to make it harder to get stuck
8 Days Ago
Itemstore links
8 Days Ago
merge from main
8 Days Ago
Parent merge
8 Days Ago
Merge from main
8 Days Ago
Disable underwater blur when using underwater_cinematic convar
8 Days Ago
Added prop opffset support when holding a left hand dominant entity
8 Days Ago
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows) Added option to only apply hand aiming while in ADS
8 Days Ago
Stuff not for this patch
8 Days Ago
Parent merge
8 Days Ago
Merge from main
8 Days Ago
Rebuild manifest, includes missing cliff rocks
8 Days Ago
Remove old spineIkAimOffset system, superseded by new components
8 Days Ago
Fixed left hand IK not getting applied when switching between weapons
8 Days Ago
Parent merge
8 Days Ago
Merge from main
8 Days Ago
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
8 Days Ago
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
8 Days Ago
Unsaved changes
8 Days Ago
Added throw support to pose editor Removed right hand pose component entirely Added basic camera rotate and pitch controls to edit scene
8 Days Ago
merge from flashlightfixes
8 Days Ago
Flashlight fixes (safe version, ball fixes only).
8 Days Ago
Removed some leftover logs
8 Days Ago
Fixed some incorrect rig behaviour when entering and exiting edit mode
8 Days Ago
Remove dedicated right hand aim component (now builtin to AimPose component) Expose right hand aim offset per weapon
9 Days Ago
Fix train tunnel entrances not having `PreventMonumentBuildingTag` component added because they were not generated with S2P Ensured both train tunnel entrances were marked as "AllowBarricadePlacement"
9 Days Ago
merge from main -> fix_barricade_train_tunnels
9 Days Ago
Reduce ore count density target to match release values
9 Days Ago
Change the scene prefab remapping dictionary to be case insensitive
9 Days Ago
Normalize scene paths across windows and unix Remove code that looked for scene name by full path in editor