130,443 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
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                mrege from world_update_2
                
                
                
                
             
         
        
            
            
            
                
                Merge: from /main/clean_dead_code
Tests: upgraded half wall - it worked
                
                
                
                
             
         
        
            
            
            
                
                Clean: removing code marked for deletion since 2023
Tests: upgraded half-walls - it worked
                
                
                
                
             
         
        
            
            
            
                
                merge from frontier_hatchet
                
                
                
                
             
         
        
        
            
            
            
                
                merge from world_update_2/Halloween_2024
                
                
                
                
             
         
        
            
            
            
                
                Merge from divesite-foliage-displace
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none, no conflicts
                
                
                
                
             
         
        
            
            
            
                
                Merge from world_update_2
                
                
                
                
             
         
        
            
            
            
                
                Optim: Recycle a list when paying for placement
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                world_update_2 -> radioactive_water
                
                
                
                
             
         
        
            
            
            
                
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                Merge from Halloween_2024/DraculaCape_Burstcloth
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed custom vertex streams on manpad fx
                
                
                
                
             
         
        
            
            
            
                
                Optim: Avoid transient allocations for GetReloadMenu
This is more like a janitorial fixup rather than anything significant. Not recycling GameMenu.Options list because it's a struct, and we don't have a good strategy of shrinking containers in the pool yet.
Tests: Changed ammo for AK via radial menu
                
                
                
                
             
         
        
            
            
            
                
                Added Tools/Find/Conflict ID Lookup tool
Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0
Rebuild manifest
                
                
                
                
             
         
        
        
            
            
            
                
                Update: reset radioactivity when recycling Items
Although Item pooling is not live on this branch, instead of going through merge overhead I'm just patching it directly here.
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                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.
                
                
                
                
             
         
        
            
            
            
                
                painted black on ocean and ocean side topos of oasises
fixed ocasis_c biome texture not containing data
                
                
                
                
             
         
        
            
            
            
                
                wip temporary, no-pickup world items
                
                
                
                
             
         
        
        
            
            
            
                
                Update: Getting rid of allocating PlayerInventory.AllItems
- Previous AllItemsNoAlloc is now new GetAllItems
- Added PlayerInventory.Contains
Tests: none, trivial changes
                
                
                
                
             
         
        
            
            
            
                
                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.
                
                
                
                
             
         
        
            
            
            
                
                Compute anim hashes to not reimport them when they didn't change
                
                
                
                
             
         
        
            
            
            
                
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                Wider terrain blend map for swamp_b
                
                
                
                
             
         
        
            
            
            
                
                S2P stables_b to fix missing HLOD on monument scene version
                
                
                
                
             
         
        
            
            
            
                
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                Merge: from main
Tests: built all modes in editor
                
                
                
                
             
         
        
            
            
            
                
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                Texture changes, redid the leather because I wasn't happy with it.
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                merge from world_update_2
                
                
                
                
             
         
        
            
            
            
                
                updated manifest (dpv was lost in the merge)
                
                
                
                
             
         
        
            
            
            
                
                Fix wolves that are stuck spamming pathfinding and traces
                
                
                
                
             
         
        
        
        
        
            
            
            
                
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                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