128,775 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Merge: from soundmodulator_leak
Fixing an assert flood on client by hiding a check behind soundpooling switch - this restores original wonky behavior.
Tests: On Craggy, flew around the island with noclip to trigger spawning/despawning of sound entities - didn't see any assertions.
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: when sound pooling is disabled, don't validate if we own the removed modulator
Originally, it didn't check but tried to return to the pool - this change restores this aspect.
Tests: noclipped on craggy across the entire world to cause entitiy destruction - no asserts
                
                
                
                
             
         
        
            
            
            
                
                Set frontier hatchet to unlock via frontier hazmat
                
                
                
                
             
         
        
            
            
            
                
                Fixed frontier hatchet missing isRedirectOf, spawning in loot pools and being craftable
                
                
                
                
             
         
        
            
            
            
                
                Set up redirect skin for blunderbuss, unlocks via frontier hazmat
                
                
                
                
             
         
        
            
            
            
                
                Reloading interaction
Added kinetic boulder ammo, catapults only accept kinetic ammunition
                
                
                
                
             
         
        
            
            
            
                
                fixed food spawns at radtown
dpv crafting/techtree
                
                
                
                
             
         
        
        
        
            
            
            
                
                radioactive_water -> world_update_2
                
                
                
                
             
         
        
            
            
            
                
                Backpack contents NRE fix
                
                
                
                
             
         
        
            
            
            
                
                adjusted hcr crafting costs, removed extra unused slot from python/hcr
                
                
                
                
             
         
        
        
            
            
            
                
                radioactive_water -> world_update_2
                
                
                
                
             
         
        
            
            
            
                
                world_update_2 -> radioactive_water
                
                
                
                
             
         
        
            
            
            
                
                Dont override onItemAddedRemoved delegate
                
                
                
                
             
         
        
        
            
            
            
                
                Added secondary colliders to all cliffs to fix the issue where it was possible to place small I/O inside rocks
                
                
                
                
             
         
        
            
            
            
                
                updated radtown name, updated radtown loot
                
                
                
                
             
         
        
            
            
            
                
                Added river rocks 
Brought back small arctic rocks
                
                
                
                
             
         
        
            
            
            
                
                Started prototyping catapult siege weapon
Added basic interactions, placeholder fire animation
Only fires rockets atm, still need to add new projectiles
                
                
                
                
             
         
        
        
            
            
            
                
                merge from ocean-override-curves
                
                
                
                
             
         
        
            
            
            
                
                merge from world_update_2
                
                
                
                
             
         
        
            
            
            
                
                Reworked the fix for seaweed spawning above ocean / it was conflicting with grass and lowering the density of coastal rocks 
New fix uses clutter topology to block off seaweeds instead
                
                
                
                
             
         
        
            
            
            
                
                non-linear flow scaling, with further tuning
                
                
                
                
             
         
        
            
            
            
                
                add separate transition curves for different ocean override parameter groups
                
                
                
                
             
         
        
        
            
            
            
                
                merge from world_update_2
                
                
                
                
             
         
        
            
            
            
                
                Merge from underwaterlights (max depth darkness toned down)
                
                
                
                
             
         
        
            
            
            
                
                Tuned max depth darkness down further.
                
                
                
                
             
         
        
            
            
            
                
                caves - need another pass to finish with overhang rock in some scenes
                
                
                
                
             
         
        
        
            
            
            
                
                Ensure upper bound clamp of the method version of AfterProtection  is set to a large enough value so the value doesnt incorrectly clamp to the radiaition amount itself
                
                
                
                
             
         
        
            
            
            
                
                deleted unused concrete_barrier material generated from fbx import and changed barricade_concrete and barricade_concrete_gibs fbx material import to embed then linked existing correct materials
                
                
                
                
             
         
        
            
            
            
                
                Update: Audio RPC codegen
Missed in my previous commit - support for audio.enablesoundpooling.
Tests: enabled the switch at runtime, produced assertions (expected)
                
                
                
                
             
         
        
            
            
            
                
                Update: RPC Codegen
Somehow missed it despite generating previously.
Tests: validated that I can dynamically switch it(even if it triggers my asserts - it's intentional)
                
                
                
                
             
         
        
            
            
            
                
                cliff_hills_large_e tighter anchors to fix terrain holes
                
                
                
                
             
         
        
            
            
            
                
                Cliff_tall_d fixed terrain holes
                
                
                
                
             
         
        
            
            
            
                
                Merge from underwaterlights
                
                
                
                
             
         
        
            
            
            
                
                Falloff tweaks. Brighter shallows.
                
                
                
                
             
         
        
        
            
            
            
                
                Ensure vendor grabs correct direction for peek
                
                
                
                
             
         
        
            
            
            
                
                Merge: from soundmodulator_leak
Workarounds the AudioAmbience NREs by disabling pooling (audio.enablesoundpooling).
Tests: on Craggy shot up 20 scientists, rode a horse, cut down trees, placed 100 barricades - no uptick in pooling of sound modulators in telemetry. No old NREs triggered.
                
                
                
                
             
         
        
            
            
            
                
                Merge from underwaterlights
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none
                
                
                
                
             
         
        
        
            
            
            
                
                merge from world_update_2
                
                
                
                
             
         
        
            
            
            
                
                scaling flow forces with shore distance (needs more tuning)
                
                
                
                
             
         
        
            
            
            
                
                Update: Add console switch to enable sound pooling
- Disabled by default while I'm investigating ongoing NREs in the area
Tests: spawned 20 scientists and killed them. Ran around placing 100 barricades. Cut down 2 trees. Telemetry showed no pooled sound modulators.