130,443 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Fixed floating bottle in water_well_d
                
                
                
                
             
         
        
            
            
            
                
                Fixed a culling volume setup in cave_small_medium that resulted in being able to see into the void
                
                
                
                
             
         
        
            
            
            
                
                radioactive_water -> Aux2
                
                
                
                
             
         
        
            
            
            
                
                Fixed radiation triggers returning minimal/no rads
                
                
                
                
             
         
        
            
            
            
                
                Speculative fix for MapMarkerCH47.SetupUIMarker NRE
                
                
                
                
             
         
        
            
            
            
                
                Fixed floating IO wires in Radtown
Fixed floating stack of license plates in Radtown
S2P
                
                
                
                
             
         
        
            
            
            
                
                Remove DontBecomeSolidWithPlayerInside component from waterball, it's deprecated and no longer used
Fixed water ball spawning 1m in front of player even if they are standing in front of something solid, fixes sometimes being able to pour radioactive water though walls and killing plants
Removed a useless GetComponent in FixedUpdate
                
                
                
                
             
         
        
            
            
            
                
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                Fix wolves not properly following players carrying fire
                
                
                
                
             
         
        
            
            
            
                
                Allow removing keys from bb component
                
                
                
                
             
         
        
            
            
            
                
                Fix wolves stopping right in front of players without attacking sometimes
                
                
                
                
             
         
        
        
        
        
        
        
            
            
            
                
                radioactive_water -> world_update_2
                
                
                
                
             
         
        
            
            
            
                
                Attempt to fix an incorrect GUID error
                
                
                
                
             
         
        
            
            
            
                
                Ensured belt and main inventory on the player do the correct checks.
A container filled or refilled in inventory should now correctly notify the rad check system.
                
                
                
                
             
         
        
            
            
            
                
                Made new method called on containers when a child changes radioactive amounts
Ensures containerBelt and containerMain do rad checks at the correct times.
                
                
                
                
             
         
        
            
            
            
                
                Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
                
                
                
                
             
         
        
            
            
            
                
                When getting too close from fire, have wolves perform a feint and attack anyway (it was weird standing super close to them without them attacking or fleeing)
You can still swing the torch to drive them away, but they'll get progressively closer if you're not swinging
Fix wolves charging despite fire in some circumstances
                
                
                
                
             
         
        
            
            
            
                
                Fix wolves not playing growl anim anymore when startled by fire (regression)
Have wolves veeeery slowly approach when fire is present, to make it clearer that just standing still for a long time is not a good idea
                
                
                
                
             
         
        
            
            
            
                
                Fix wolves making crazy leaps onto player rooves or at players on top of ladders
                
                
                
                
             
         
        
        
            
            
            
                
                Fix wolves not stopping eating when friend nearby gets hit (bros before steaks)
Fix wolves often charging instead of circling
Fix wolves barking mid fight when very close
Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
                
                
                
                
             
         
        
            
            
            
                
                Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
                
                
                
                
             
         
        
            
            
            
                
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                Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
                
                
                
                
             
         
        
        
            
            
            
                
                Don't try to enable loading screen on linux srcds (compile fix)
                
                
                
                
             
         
        
            
            
            
                
                Replace missing .png/.jpg image data with white color
This would happen when a Material()'d .png file goes missing. It used to be undefined behavior.
func_smokevolume removes particles when dormant
Copy hl2.exe to gmod.exe
Always enable loading screen for the `map` concommand
Mount floating .GMA files before fetching info about subscriptions
So they load in time if launching the game with +map
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: built all modes in editor
                
                
                
                
             
         
        
        
            
            
            
                
                Update: Disable ItemPooling on Client and make server on by default
- Controlling variable is no longer replicated to client.
Client-side item handling is very lax and would need substantial changes. I don't want to hold up serverside release to get the full package out, I'd rather relase it bit by bit (and less risk of volatility).
Tests: Did all tests with both enabled and disabled server-side Item pooling
- Built all modes in editor. 
- Tried reproducing 2 original bugs - didn't work. 
- Loaded up a save that used to lead to a bug - didn't happen. 
- Tested in local 2p session on Craggy - could kill, loot, equip and see changes on characters. 
- Logs enabled through entire process - client didn't try to explicitly cleanup items (since disabled, as intended).
- Validated that it's possible to launch with command line disabling item pooling.
- Validated that it's possible to override item pooling with executable args
                
                
                
                
             
         
        
            
            
            
                
                Update: added ItemManager logging of Item's lifecycle
- level 1 reports creation, loading and removal
- level 2 reports scheduling for removal
Tests: ran locally in the editor, switched items, dropped gear, looted existing containers. Checked that we get logging related allocs, but they're small (and I can remove them a bit later)
                
                
                
                
             
         
        
        
            
            
            
                
                Subtracting S2P launch site (world_update_2 conflict)
                
                
                
                
             
         
        
            
            
            
                
                Tightened anchors for cliff_hills_large_c and large_f
                
                
                
                
             
         
        
        
            
            
            
                
                merge from world_update_2
                
                
                
                
             
         
        
            
            
            
                
                Addd AO maps for all medium and large rock formations
Unfiied the look of all rock textures
                
                
                
                
             
         
        
            
            
            
                
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                Null check on water visibility grid, should stop scene issues with terrain
(didn't catch it was executed in edit mode as well)
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: Rcon no longer waits for first command to start broadcasting log messages
Tests: Connected to server via test RCon page - started seeing output immediately