130,405 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Bugfix: don't create and access a dangling Item when Pooling is enabled
- at the same time it also optimizes inventory processing by batching the update as a result of multiple equipment events.
Tests: Tested by loadinga a save that borked the inventory by spawning NPCs - passed. Also validated that in multiplayer, wearables update when the player sleeps if they got changed by a different player.
                
                
                
                
             
         
        
            
            
            
                
                Fix wood barricades disabling magnet snapping when sprint is held
- this was only intended for high walls as you are often sprinting during combat
- allows you to easily snap together wooden barricades
                
                
                
                
             
         
        
            
            
            
                
                add optional material override for foliage displacement strength (replacing vertex color)
                
                
                
                
             
         
        
            
            
            
                
                Healing dart (just a test idea)
                
                
                
                
             
         
        
            
            
            
                
                Merge from Frontier_HighCaliberRevolver
                
                
                
                
             
         
        
            
            
            
                
                parented the new 1p bullet drop to something other than the gun
                
                
                
                
             
         
        
            
            
            
                
                Fixed dropped cartridges having a mind of their own after landing on the ground.
Fixed blurriness on them too.
                
                
                
                
             
         
        
            
            
            
                
                Improved wooden barricades blocking other wooden barricades
- split into different sized deploy volume for wooden barricades specifically
- made the volume shorter and thinner
- allows the magnet effect on the edges to draw together wooden barricades on a slope without them blocking eachother as much
                
                
                
                
             
         
        
            
            
            
                
                Fix wooden barricades being difficult to place on the new cliffs
- split deploy volumes: one for world layer and another for construction + vehicle + players
- moved and shrunk world deploy volume so it doesn't intersect with cliffs as much
                
                
                
                
             
         
        
            
            
            
                
                merge from watervisibilitygrid_fixes
                
                
                
                
             
         
        
        
        
            
            
            
                
                world_update_2 -> radioactive_water
                
                
                
                
             
         
        
            
            
            
                
                 merge from fix_raknet_end_sample -> main
                
                
                
                
             
         
        
            
            
            
                
                WaterVisibilityGrid fixes
- made it non-static, easier to manage lifetime this way and it should've been owned by the WaterCollision system anyway
- adjusted grid to handle ref-counting, this isn't strictly necessary but is the only way to sanely verify if the system has broken (memory footprint is ~1MB)
- slightly inflated static trigger bounds by an absolute value to manage small noise changes in position that can push it over a boundary
- added a virtual function to EnvironmentVolumeTrigger that lats derived classes run code with a guaranteed trigger collider (some visibility volumes were being missed in OnEnabled from this)
                
                
                
                
             
         
        
            
            
            
                
                Fix missing EndSample() in Raknet.OnMessage
                
                
                
                
             
         
        
            
            
            
                
                3rd person reloads with ammo type variants.
                
                
                
                
             
         
        
            
            
            
                
                 disable serversideragdolls by default due to server stall/freeze
                
                
                
                
             
         
        
            
            
            
                
                Update: adding a server "itemmanager.enablepooling" convar to control item pooling
- starts off by default
Item pooling is too unstable to not have a dynamic switch - already got bit 2 times by it. Who knows what other horrors are hiding out there.
Tests: enabled after loading craggy, gave an ak - saw an uptick in pool.print_memory telemetry. disabled, despawned ak - no changes in telemetry.
                
                
                
                
             
         
        
        
            
            
            
                
                Show active dart modifier effects.
Separate tea/dart effect displays.
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from main/item_pooling
This fixers the NRE on server tick (and blocker for joining).
Tests: loaded a save that consistently produced NREs - not anymore
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: disabling Item pooling
This causes issues on the server which prevents playing.
Tests: loaded a save that consistently produced exceptions - not anymore.
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none
                
                
                
                
             
         
        
            
            
            
                
                increase wood yeild from driftwood - someone may harvest them now
                
                
                
                
             
         
        
            
            
            
                
                stricter log pile spawn rules
                
                
                
                
             
         
        
            
            
            
                
                Merge from world_update_2/merge_main (this brings this branch up to date with main)
                
                
                
                
             
         
        
        
        
            
            
            
                
                Tag hill cliffs as AllowBarricadePlacement
                
                
                
                
             
         
        
        
            
            
            
                
                Allow debug.ent_find_radius to work in live gameplay (was just demos)
                
                
                
                
             
         
        
            
            
            
                
                Fixed NRE when looking at water if radiation water map doesn't exist
                
                
                
                
             
         
        
            
            
            
                
                Fixed water well food cache and npc spawner marked as Client Cull while breaks spawning when used in MonumentIsland
S2P affected water wells
                
                
                
                
             
         
        
            
            
            
                
                Update the liquid push targets if we encounter a push target that is no longer valid while moving water around
                
                
                
                
             
         
        
            
            
            
                
                FIxed spawn point gizmos showing a secondary, incorrect cyan circle
                
                
                
                
             
         
        
            
            
            
                
                Added more crate spawn points and standardised all of the dive sites to spawn the same amount of crates
                
                
                
                
             
         
        
            
            
            
                
                Add shark spawner to the spawn groups list on new divesites so it won't retire until the shark is killed (matching behaviour of old dive sites)
                
                
                
                
             
         
        
            
            
            
                
                Added a UseCurve option to GameObjectToggleState and an accompanying curve, if the curve value is greater than 0 it will be considered on
Allows us to toggle an object on and off multiple times in a single state
                
                
                
                
             
         
        
            
            
            
                
                fix viewmodel anim sounds not playiing during ADS
                
                
                
                
             
         
        
        
            
            
            
                
                Tweaked rock formaton huge materials 
Revamped coastal_rock_large_a
Added more large coastal rock prefabs 
Tweaked coastal rock large density settings in world setup 
Tweaked cliff_jutting_d
                
                
                
                
             
         
        
            
            
            
                
                Added burst cloth to tassels on blunderbuss viewmodel - rig updated and also needed a fresh anim export due to hierarchy changes
                
                
                
                
             
         
        
            
            
            
                
                manually merged new plane and foliage in to divesite_d prefab, removed temp prefab
                
                
                
                
             
         
        
            
            
            
                
                new divesite plane, scene dressed, added to scene/prefab. saved divesite_d_temp prefab so i can manually merge
                
                
                
                
             
         
        
            
            
            
                
                merge fix_train_tunnel_rain -> main
                
                
                
                
             
         
        
            
            
            
                
                Ensured large coastal rocks don't spawn on 'monument' marked topology
                
                
                
                
             
         
        
        
            
            
            
                
                Fix using wrong GetHeight() overload