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

1 Year Ago
Enable divesite_plane_COL r/w
1 Year Ago
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1 Year Ago
Blunderbuss + frontier hatchet backpack offsets
1 Year Ago
Merge from hill_cliffs_splat
1 Year Ago
Merge from world_update_2
1 Year Ago
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1 Year Ago
Rock splat removal added to coastal cliffs
1 Year Ago
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1 Year Ago
Fix fireball not be set to rest when it should have been
1 Year Ago
reinforced wood shield blockout
1 Year Ago
HCR viewmodel - Matched fire & ADS fire anims to new repeat fire rate - Adjusted sound anim events to match new timing - Set animator to play anim at correct speed (1)
1 Year Ago
Reenabled LODs on hill cliffs
1 Year Ago
TerrainSplatRemove
1 Year Ago
Added TerrainSplatRemove to all hill cliffs
1 Year Ago
Clean: replacing obsolete Pool api usage Tests: none, trivial change
1 Year Ago
Fixed PlaceCliffsUniform not spawning below 0
1 Year Ago
Merge from main
1 Year Ago
Merge: from /main/soundmodulator_leak Tests: spawned car_2mod_01, drove around - pool telemetry stayed stable, audio was good.
1 Year Ago
Fixed vending machine skins being rendered as beanie hat
1 Year Ago
Merge: from main Tests: built all modes in editor
1 Year Ago
merge from world_update_2
1 Year Ago
set the large powerlines path to avoid beach and beachside to prevent paths intersecting cliffs on the coast
1 Year Ago
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1 Year Ago
HCR viewmodel - Corrected slightly offset ironsights
1 Year Ago
Fixed two possible cave configs that had misconfigured culling volumes that would result in seeing through into the void cave_large_hard, cave_small_medium
1 Year Ago
testing cloud improvements
1 Year Ago
Only clear decals that are going to be recycled when playing back a demo shot, leave static monument decals untouched
1 Year Ago
Some prefab cleanup on divesite_d, still needs more work Fixed starfish_01 not culling Prefab replacer now selects the newly spawned prefabs
1 Year Ago
Radtown: Fixed floating vats and other interior props. Fixed some one-sided caution signs to use fence variants. (S2P)
1 Year Ago
Revamped hill cliffs Anchor length, SlopeScale and TerrainPlacementlBlocked radiuses to make cliffs spawn on steeper slopes than before Reduced ObjectDistance for hill cliffs from 5 to 3 Allowed hill cliffs to overlap Roadside and Railside topologies
1 Year Ago
adjust hcr firerate
1 Year Ago
hcr wip stats
1 Year Ago
merge from fix_monument_scenes_client_entities -> main
1 Year Ago
Fix monument scenes causing entities to spawn on both client and server inside monuments
1 Year Ago
Fixed airfield sometimes spawning too close to river
1 Year Ago
Fixed rivers being allowed to continue too long below ocean level, causing the ocean to flood large areas of the terrain
1 Year Ago
Fixed underwater specular on terrain
1 Year Ago
HCR viewmodel - removed sway from ADS fire anim
1 Year Ago
Optim: lazy-allocate Sound Modulator lists - Added an assert to trigger when we try to remove a modulator we don't own Noticed that we have 3 modulators on average per 4 lists of modulators, so we can save 1-3 lists per sound and recycle better. Tests: When driving around, got max 42 SoundModulation instances with 66 lists (instead of 168 previously)
1 Year Ago
merge from br-zone-water
1 Year Ago
unfucked oasis_c terrain data assignment - was due to a undone rename earlier in the day repainted the topologies for ocean/oceanside/monument in it
1 Year Ago
merge from main
1 Year Ago
Update: don't expose modulators outside of SoundModulation - Changed printEngineSounds cmd to update more detialed info while removing redundant info - Simplified checks since we can now guarantee that our object is safe by construction. Tests: drove around in a car and checked the output in console.
1 Year Ago
exported wolf run attack shorter anim and edited wolf prowl anim
1 Year Ago
Make wolves run away if they are hit by fire, improve blackboard vislog
1 Year Ago
Remove the old way to find out if a water body is radioactive. New way doesn't require a texture map.
1 Year Ago
more shield texture updates.
1 Year Ago
Bugfix: Cleanup leaking Sound modulators - Sound now gets notified when it gets retired - Moved cleanup from Init to Retire and added safety asserts to Init - Recycle more of SoundModulation state (revealed that we have more storage than modulators) Tests: Ran around on Craggy, gathered resources, smashed a tree, crushed myself with a car by accident, drove around, swam - sound was good.
1 Year Ago
-Shield texture updates -LODs + settings
1 Year Ago
created noatlas concrete barricade variant and applied to concrete barrier prefab so lod1 has same uvs and material as lod0 on the deployable version