111,835 Commits over 3,928 Days - 1.19cph!
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
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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.
Merge: from main
Tests: none, no conflicts
Bugfix: Remove assert that forbade double-loading of ItemContainer-owning types
- Removed a separate dead assert
Entities can be synchronized over the network multiple time via doing a whole load, which invalidated my previous logic.
Tests: Spawned a bunch of NPCs and killed them - they didn't generate asserts.
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Merge from world_update_2
Fixed not being able to spray decals on half walls, low walls, doorways and windows when using the shipping container skin
Possible fix to CH47 killing it's mounted scientists twice, leading to some exceptions
Also switched a string based invoke to a direct method call
Reapply PlayerLoot change
Merge from main (doing this on a branch as there were some tricky conflicts, will likely need manual fixes)
Merge from world_update_2
Rebuild divesite E after the directory changes in
104327 broke most of the models
Added junkpile mounds to bridge the gap between the geometry and terrain