130,405 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Fix rain getting players wet when they are inside train tunnels
- extend the top position of the sky check to 1m above terrain if the players is >100m below terrain
- this prevents the raycast from starting under the terrain and going through the top of a tunnel mesh
                
                
                
                
             
         
        
        
            
            
            
                
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                Add cover component supporting primitive shapes
                
                
                
                
             
         
        
            
            
            
                
                Fix incorrect line in OBB DebugDraw
                
                
                
                
             
         
        
        
            
            
            
                
                radioactive_water -> world_update_2
                
                
                
                
             
         
        
            
            
            
                
                Radioactive water~
- Ensure base radioactivity is always set on object init
- Ensure base radioactivity is always set on object load
- Added profiling to item container rad count
- Move radiation map creation to just happen when the first radioactive body tries to add anything
                
                
                
                
             
         
        
            
            
            
                
                Merge: from item_pooling
This reintroduces pooling for Items while fixing the original bug that caused their backout.
Tests: build all modes in editor, tried to repro original bug - didn't happen.
                
                
                
                
             
         
        
            
            
            
                
                Fixed river mesh being incorrect around rail and road crossings
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none (no conflicts)
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: Don't throw when cancelling partially finished crafting queue work item
Tests: Got 2 stacks of 300wood, scheduled 2 single doors as a single crafting operation, cancelled after first door crafted - no exceptions
                
                
                
                
             
         
        
        
            
            
            
                
                Bugfix: avoid sending consumed-0 telemetry events when crafting
Tests: Had a queue of 2 items with perfect resource allocation - hit breakpoint once on first item craft instead of twice as before
                
                
                
                
             
         
        
        
            
            
            
                
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                Fixed terrain holes in small rock formations
                
                
                
                
             
         
        
            
            
            
                
                HCR no longer mountable to Frontier weapon racks due to size.
                
                
                
                
             
         
        
            
            
            
                
                Deleted bugged oceanside topology from icelakes to remove coastal rocks from spawning underneath
                
                
                
                
             
         
        
            
            
            
                
                Keep track of modifier source counts.
Tea vitals bar only shows tea source modifiers.
                
                
                
                
             
         
        
            
            
            
                
                Fixed several water regressions from 
104770
                
                
                
                
             
         
        
            
            
            
                
                Adjusted cliff tall slope meshes to get rid of terrain holes
                
                
                
                
             
         
        
            
            
            
                
                Ensure current serialized map data is updated with the new radiation map each time set radiation body is called
                
                
                
                
             
         
        
            
            
            
                
                Fixed non-harvestable trees in oasis a, b and c 
Removed monument topology from oasis a and b to get rid of barrel spawns
                
                
                
                
             
         
        
            
            
            
                
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                Ensure water radiation map persists between saves
                
                
                
                
             
         
        
            
            
            
                
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                Properly replicate meat stack size shrinking as wolf is eating
                
                
                
                
             
         
        
            
            
            
                
                Added "use local space" to "Position Within Box Random" particle init
                
                
                
                
             
         
        
            
            
            
                
                Fixed a typo in the name of NPC:SetIdealSequence
Fixed ENT:GetPreferredCarryAngles  for `ai` ents not being called
                
                
                
                
             
         
        
            
            
            
                
                Fixed cliff_d anchor issues
                
                
                
                
             
         
        
        
            
            
            
                
                Cleaned up and streamlined onItemAddedToStack calls from base liquid vessel
ItemModContainerRads now listens for a bunch more ItemContainer changes
Much more accurate rad count for a vessel
                
                
                
                
             
         
        
            
            
            
                
                Possible NRE fix in PushLiquidThroughOutputs
                
                
                
                
             
         
        
            
            
            
                
                Bunch of cleanup and removing log spam.
Log a message when temporarily adding an unapproved item for rendering.
                
                
                
                
             
         
        
            
            
            
                
                Drop BaseEntity AddComponent extension method and just declare straight up `AddComponent`
                
                
                
                
             
         
        
        
            
            
            
                
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                Fix containers not opening
Caused by cache and order of operations changing with BaseEntity Components
                
                
                
                
             
         
        
            
            
            
                
                stopping watervisibilitygrid error spam
- still need to fix the core issue
                
                
                
                
             
         
        
            
            
            
                
                Have wolves spend a longer time eating larger meat stacks
                
                
                
                
             
         
        
            
            
            
                
                subtracting 
104763 - we are using the W component on shore vectors in the shaders, just not in code
                
                
                
                
             
         
        
            
            
            
                
                Fix hitinfo being recycled while the wolf was holding a reference to it
When some food is unreachable, remove it from the grid and put the state on cooldown for performance
Don't try to eat food that's moving (eg still falling to the ground)
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none
                
                
                
                
             
         
        
            
            
            
                
                Merge: from itemcontainer_pooling
Fixes the "Double init of inventory!" assert on killing NPCs.
Tests: spawned scientist NPC, killed them - no assert logged, corpse still clothed and loot present.