119,258 Commits over 4,018 Days - 1.24cph!
merge from subscribers_broken_pool_fix
merge from subscribers_broken_pool_fix
merge from subscribers_broken_pool_fix
merge from subscribers_broken_pool_fix
merge from subscribers_broken_pool_fix
merge from subscribers_broken_pool_fix
merge from subscribers_broken_pool_fix
merge from subscribers_broken_pool_fix
merge from subscribers_broken_pool_fix
merge from subscribers_broken_pool_fix
merge from subscribers_broken_pool_fix
merge from subscribers_broken_pool_fix
merge from subscribers_broken_pool_fix
merge from subscribers_broken_pool_fix
merge from subscribers_broken_pool_fix
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standalone leaks decals for the zigg + prefabs
Merge from env_volume_performance_testing
closed up holes in bamboo scafholds set tubes
Stop vending machines from showing rope as '0 ft'
re-enabled backface culling on bomboo kit mat
disabled ladder volumes on ladders on the floor in zigg
inventory_order_radprotection_fix -> main
Fixed inventory radiation protection amount moving up/down depending on order of items in armour slots
Tweaked frontier gate code lock and door controller socket pos
furnace_heat_icon_fix -> main
merge from visualcooking_monuments_fix
S2P all waterwells, they are using static hobo barrels
Proper fix. Calll same on item checks as base oven
Add an extra check to items removed from the electric furnace. Should help prevent a bug where the item retain the cooking icon
beehive_debug_log -> main
Remove 'opened' debug log
crossbow_arrow_fix -> main
merge from visualcooking_monuments_fix
Updated Water Treatment Tank Model, Materials and Textures
Fixed visual food cooking not working on monument static bbqs
S2P:
- Large oil rig
- Outpost
Fixed visual food cooking not working on monument static hobo barrels
S2P:
- Gas station
- Supermarket
- Ferry terminal
- Launch site
- Lighthouse
- Radtown
cherrypicking
115931 from erosion
- topology sampling with radius moved to a burst job, brings GenerateShoreVector on craggy from ~73s to ~5s
Merge from env_volume_performance_testing
merge from ballista_itemwield_fix
Fixed ballista mountable allowing items to be wielded
Merge: from item_allocs
- Simplifies stacking logic to be cheaper and get rid of potential allocation
Tests: various stacking scenarios from belt to inventory with wood stacks(incomplete stacks, full stack + incomplete, full stack only)
- Double volume of tiger growls when sneaking
- Ensure player gets at least 3 chances to hear the growls before being attacked
Merge: from main
Tests: none, no conflcits
Subtracked environment volume related changesets to test the performance
Optim: don't sort items when trying to stack them
This saves us the potential allocation in Sort + less iterations over the array + can avoid doing slightly more expensive logic if we randomly jump around in item container.
Tests: various stacking scenarios from belt to inventory with wood stacks(incomplete stacks, full stack + incomplete, full stack only)
Fixed NRE when previewing F1 grenade in first person in workshop