130,358 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
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                Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
                
                
                
                
             
         
        
            
            
            
                
                Reduce wood pile density by 40%
                
                
                
                
             
         
        
            
            
            
                
                3rd person motion fixes, part 14
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from main
Tests: default editor build
                
                
                
                
             
         
        
            
            
            
                
                rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
                
                
                
                
             
         
        
            
            
            
                
                Clean: removing obsolete methods from Pool
Tests: built all modes in editor
                
                
                
                
             
         
        
            
            
            
                
                Cancel any active gesture immediately on death
                
                
                
                
             
         
        
            
            
            
                
                shield prefab and adjusted metal value of texture
                
                
                
                
             
         
        
            
            
            
                
                TerrainTopologyMap.GetTopology fix when getting topology in radius
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: editor build
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from itemcontainer_pooling
Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
                
                
                
                
             
         
        
            
            
            
                
                Scatter dart initial/placeholder setup
                
                
                
                
             
         
        
            
            
            
                
                merge from world_update_2
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: editor compiled
                
                
                
                
             
         
        
            
            
            
                
                Update: Assertions to catch leaking ItemContainer on init
- Removed lazy cleanup on init - due to Load-Init flow it's dead code
- Removed a redundant ItemContainer.Clear call
Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
                
                
                
                
             
         
        
            
            
            
                
                Clean: removing redundant ItemContainer.Kill calls
- Removed a comment since it became obsolete
Returning to Pool will "Kill" them.
Tests: None, trivial changes
                
                
                
                
             
         
        
        
            
            
            
                
                Restrict storage barrel being able to be placed deep inside the world layer
                
                
                
                
                    
    
        
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                Merge from elevator_parenting_collision_improvements
                
                
                
                
             
         
        
        
            
            
            
                
                Fix Scene2Scene process running HLOD generation 3 times when generating prefabs and scenes
Only run the first bake, subsequent HLODBounds generation calls will use cached mesh and materials (still runs everything else)
Needs to be implemented when calling the S2P generation methods (see HLODBounds.ResetMultiBake in SceneToPrefab
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_ramp_wall_placement -> main
                
                
                
                
             
         
        
            
            
            
                
                Fix wall placed beside ramp not able to be replaced after it's destroyed
- applies to all walls: full size, half size, doorway, frame, window & low wall
- https://files.facepunch.com/jakerich/iojYkzF7bnBKc9Sp/b0nGqYrAiPHtL3Zz.jpg
                
                
             
         
        
            
            
            
                
                Rework UnwrapBakers final asset output process to update and resave assets instead of deleting and recreating assets
Fixes Scene2Scene workflow missing HLOD meshes because subsequent runs would delete the assets, losing their connection
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_foundation_terrain_placement -> main
                
                
                
                
             
         
        
            
            
            
                
                initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
                
                
                
                
             
         
        
            
            
            
                
                Fix foundations not being placeable when the middle is clipping into terrain or rocks
- as long as one corner or edge of a foundation is still above the terrain, it will place
- still block placement if the foundation is completely under the terrain
- add new SocketMod_Grouping to control multiple socket checks (which is how it checks multiple points on foundation)
- applied to both square foundation and triangle foundation
                
                
                
                
             
         
        
        
        
            
            
            
                
                Converted hill cliffs generation to PlaceCliffsUniform
                
                
                
                
             
         
        
            
            
            
                
                Lowered LOD distances on all cliffs
                
                
                
                
             
         
        
        
            
            
            
                
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                add smoothness and specular reflectivity multipliers to splat base layers
                
                
                
                
             
         
        
            
            
            
                
                re-exported viewmodel mesh fbx to face positive z
                
                
                
                
             
         
        
        
            
            
            
                
                Case sensitive include (Linux compile fix)
                
                
                
                
             
         
        
            
            
            
                
                Groundwork for PE changes
Particle browser with previews for Particle Editor
https://files.facepunch.com/rubat/2024/September16-554-RoughAsiansmallclawedotter.png
                
                
             
         
        
            
            
            
                
                Huge reword and restructure to radioactive items~
Any item can now be radioactive
Added new flag on containers to check if any radioactive material is inside before they end up having to count up all their rads. Only used on the ItemModContainerRads for the moment
BaseRadioactiveMaterial now declared 
Extra comments
Huge code cleanup with clearer method names
                
                
                
                
             
         
        
            
            
            
                
                Clean: removing overriden-but-not-really method from LootableCorpse
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Clean: simplifying ItemContainer.MarkDirty
Tests: none, trivial changes
                
                
                
                
             
         
        
            
            
            
                
                Update: ModularVehicleInventory pools ItemContainer
- Had to cause it to discard MVI on server destroy to properly clean up pool containers. Can add MVI pooling later.
Tests: on craggy approached one of spawned vehicles, inserted pistons in the engine then blew up with c4. Pistons dropped, next spawned vehicle didn't have them. Telemetry had expected values.
                
                
                
                
             
         
        
            
            
            
                
                only apply surface breaking drag to non-kinematic players
(fixes warning when DPV would submerge)
                
                
                
                
             
         
        
            
            
            
                
                Quick change to rear ratchet
                
                
                
                
             
         
        
            
            
            
                
                Defined limits.
Tweak strength and duration.
                
                
                
                
             
         
        
            
            
            
                
                Update: ContainerIOEntity pools ItemContainer
- reimplemented inventory accessor to be backed by an explicit private var
Tests: spawned small rain collector, destroyed it - saw expected changes in telemetry
                
                
                
                
             
         
        
            
            
            
                
                Poll rad amount inside container when opening
Centralised MaterialToRadsRatio inside Radiation.cs