reporust_rebootcancel

124,673 Commits over 4,171 Days - 1.25cph!

1 Year Ago
radioactive_water -> world_update_2
1 Year Ago
Increased buffer on water body physics check
1 Year Ago
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1 Year Ago
▋▉▌▇█▍▄█▆ ▌█▅ ▊▊▄▄▉▋▅ ▉▍▄▊▅ ▌▆▌▅█ ▍▊ ▌▇▉▇▍▅ ▅▆▄ ▋█▋ ▉▉▉ ▆▍▉██▅▄▌/▇▋▌▊▉▆▄▍ ▄▆▅ ▉▋▄▆▄▍▇█ ▄▌▉▆▅▊▆ ▄▌▉▍▉▉ ▌▉▅ ▊▅█▊▄▍ ▌▇▉ ▇▍▌▅▊▉█▄▊ ▍▄▌ █▋▄▆ ▆▆▇ ▄▊▊▋ ▆▍▊▌▉▋█▄ ▍▅▋▋ ▊█▌▆▄██▍▌█ ▆▆█▇▇▋▋ █▆▌▋▆▊▅ ▍▊▍ ▇▆▌▄▋ ▊▄▇▌▇▍▇▊▅ ▊▍▋▊ ██▅▇▊▇ █▌▍▍ ▇▌▋▆ :▇▉▅▊: (▍█▉▉█'▍ ██▋▅▊▊▄ ▇▌▉█▆▋▍▉ ▉▉▌▋▄▍ :▄▊▊▄▄▄▄▍:)
1 Year Ago
merge from runtime_profling_pooling -> main
1 Year Ago
Codegen
1 Year Ago
Progress
1 Year Ago
Merge from main -> runtime_profiling_pooling
1 Year Ago
Various fixes for ProceduralMapEmpty, ProceduralMapRailSimple and ProceduralMapRoadSimple test maps
1 Year Ago
merge from runtime_profiling_raknet -> main
1 Year Ago
Run codegen after merge
1 Year Ago
Increase ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
1 Year Ago
temporary manual z-test
1 Year Ago
Merge from main -> runtime_profiling_raknet
1 Year Ago
Adjusted cave terrain checks to enforce slightly more padding between the terrain surface and the caves (attempt to fix new cliffs sometimes reaching into caves)
1 Year Ago
TerrainCheckGeneratorVolumes takes an optional offset
1 Year Ago
incremental updates, respond to texsize change in editor
1 Year Ago
viewmodel prefab - rough placement for attachments (will fininalize once viewmodel attachment override script is on same branch as asset) 3p entity - updated flashlight attachment position
1 Year Ago
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1 Year Ago
- ▊▅▇ ▄▅▄▌▍▅▊▍▊█ ▊▉█▍▆█▍▊ ▍██▇▅▇▊▉▌█ ▆▇ ▍▉▍▇▅▍▌▉██ ▋▇▉▋▉, ▅▅▉▌▍▋▇▋ ▋▍▊▄▋▅█▆▅▊▆ ▉▄ ▊▄▌▆ ▉▇▅█▋▅/▌█▋█ ▇▇▊▇▉▉ ▌▅██▍▅ - ▇▄▅ ▉▊▆▅▉▉▄▊▊ ▇█ ▆▇▄▌▌▊▍ ▋▄▍▉▆▋, ▍▆█▊█▆█▍ ▄▆▅█▉▆▆▍▆▊▄ ▄▅ ▆▉▅▉▊▇▅▊▍ ▆▍▇▉▅▇
1 Year Ago
Remove a bunch of the buggy water check logic. Just parse radioactive status of water on drink/fill requests
1 Year Ago
▄▋▌▍ ▍▋▉█▉▌ ▇▋▄▄▄▇▌ - ▅▇▍▍▊▊▊ ▌▍▄▉▅▌ ▊▍ ▇▌▌▊▆▋▅▄▋▄ ▉▅▊▅▍ █▊█▍▉ - ▆▋▇▇▅ '▆▄▄▊▄ ▆▊ ▅▇▇▆▅▇' ▄▅▍▆▆▌ ▄█ ▍▋▍▉▌▊▌ ▄▋▉██▉ ▄▊ ▅▇ ▊▋▍ ▍▇▋▋▇▆█ ▋▉▍▉▉▆ ▊▆▇▄▅▅▊▋ ▅▊▌▌▋▋▄▉ ▌▍▉▄▅█▊▍▅▆ ▉▆▅█▋▄▌ ▅▍▌▇▄▆▉▅▅ ▌▋▍▍ - ▉▉▇▆▋ '▄▍█▅▆▉ ▇▍▌▉█▊▋▌▋ ▍▉▌▆▆▌▊▄' ▍▄▊▌▄▅ ▊▄ ▌▍▊▊▄█▄▋▆▍ ▄█▍▋█▄ ▌▅ ▄▄ ▋▅▍ ▍▇▌▉▄▉▋▇ '▋▅▉▉▋ ▄▅▊█▉▅' ▍▇▋▆▅▅
1 Year Ago
Radtown: Enabled mesh collider on toxic water surface Raised second radioactive water source to extend higher up S2P
1 Year Ago
Merge: from pool_container_telem Tests: took telem info from craggy, procgen 4.5k and saved procgen map. Built all modes in editor. Built standalone server exe.
1 Year Ago
Some changes on the new radioactive body drinking detection. Closer.
1 Year Ago
Buildfix: properly exclude command from non-editor builds Tests: built all modes in editor. Built standalone server.
1 Year Ago
Fix fireball emission potentially not only being enabled when fireballs are stationary
1 Year Ago
Fixed radioactive water poisoning sound trying to access a higher index by accident
1 Year Ago
Added null check in CalculateInventoryRadioactivity to prevent NRE when updating player inventory radioactivity
1 Year Ago
Fixed broken bota bag prefab Ensured it has correct container to support rad water
1 Year Ago
Update: added editor-only print_memory_overhead cmd - Marked that it gives estimates, not accurate results Tests: ran on craggy - got simlar results to print_memory
1 Year Ago
Fixed wood piles being set as ore
1 Year Ago
world_update_2 -> radioactive_water
1 Year Ago
Tweak incapacitate vision block duration. Add fade in/out for effect.
1 Year Ago
Update: print extra mem held by containers in Pool Tests: took a couple snapshots on craggy, fresh 4.5k procgen + 4.5k procgen save
1 Year Ago
-Shield Texture tweaks
1 Year Ago
Update: Pool can track container capacity memory overhead - Implemented as an editor-only feature to avoid adding overhead in release I needed to confirm that we don't keep around giant lists/buffers in the pool. Tests: entered play mode in editor
1 Year Ago
Obscure vision overlay prefab tweaks and added separate placeholder image/mat
1 Year Ago
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1 Year Ago
Added TargetCountWorldSizeMultiplier to PlaceMonuments Reduced lake target count from 2 to 1 for small maps
1 Year Ago
Additional checks for ice sheets to avoid rivers
1 Year Ago
basis of water flow terraindata - compressed y-axis rotation of a world-aligned forward vector to a byte (about 0.71 degree error) in -pi to +pi range
1 Year Ago
Fixed some additional oddities where rivers meet ocean
1 Year Ago
Fixed several GenerateOceanTopology oversights
1 Year Ago
-Shield Prefabs
1 Year Ago
-Shield world model prefab + LOD and pivot changes
1 Year Ago
If fire is ignited while wolves are very close, they will retreat instead of just slowing down to give better feedback that fire worked
1 Year Ago
Fix fireball isStationary compile error when compiling in None mode
1 Year Ago
Change wolf behaviour so that it doesn't get used to fire and start ignoring it once the player gets too close Now it'll attack despite the fire if the player is too close, but stay defensive and use hit and run tactics instead of hyper-aggression through fire
1 Year Ago
tweaking of coastal rock terrain raise parameters, added an extra object with lower opacity and larger radius to ease out the terrain but the system has its limits as its stands