128,906 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                 merge from store-ui-dlc-pages
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                 merge from wantedposter_nre_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed the binocular overlay not scaling correctly with interface scale
 
                
                
                
                
                
             
         
        
            
            
            
                
                Texture optimization & sRGB.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjusted muzzle pos.
Iterated on FX.
Manifest.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Replace Physics.Raycast with GamePhysics.Trace inside BasePlayer.CheckLookingAtVisible, fixes not being able to pick up dropped items that are dropped in terrain collision ignore areas (notable in power plant)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from hackweek_accessibility_colourblind
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed deuteranopia typo
Adjusted default deuteranopia values based on feedback
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Closed up holes at the back near the sides on the armoured cockpit
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed Patrol Heli tracer visibility.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update manifest, fixes revolver not loading
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed small holes in armoured cockpit colliders at the front
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                world_update_2/waterwell_update -> world_update_2
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added static respawning planters to new Water Wells.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated the mesh sampling system on the spraycan free spray to find and use a valid wallpaper renderer, fixes free hand sprays appearing below wallpapers
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▇▋▋█▌ ▌█▄▅▇▉-▍▋▄▌ ▅█▇▅█▇ █▍▅▄▌▊▇▆ ▌█▅▄▋ ▄▇▊▊▇▊▍ ▊▉▋▇ ▌▊▋▅▊▆ ▊▄▋▊▍▌▉ ▇▄▅ ▄▌▆▍▇▌▍▄▉ █▋▄ ▉█▊▌▆▌▆▅▍▆/▉▊▋▄▆▅▅█/▅▇▆█▌▋/▆▋▄▍▊▊ ▊▆█▊▉▇▍ ▄▊▊▄▌▆▌▇▊▅ ▆▊ ▌▍▄ ▆█▋▄▉▍ ▊█▌▇▉▆. ▉▇▅▄▉ ▍▅ ▄ ▌▉▆█▆▍ █▉ ▉▋▇ ▋▋▊▍ ▄▍█▋▄▇ ▆▌▋▇▍▇. ▄▉▅▋▊▋▌▅ ▋▅▆▌ ▉█▄▌▄▄ ▋▉▍ ▇▅▅▄▅ ▄▋▊▊▉▅▆ ▊█ ▄█▍▊▄▌█ (▅▌▊ ▊▅▊ ▇▇ ▋▋▉█▇▊ ▇▍▋█▊▅▉▅ ▊▅▉). ▌▄▄▇▅▇▊▊ ▉▅▇▉▇▄█ ▇▆▌▋▉▋ ▇▋▋ ▉▆▆█▋▍▄ ▅█▅▆ ▉▇▄'▊▇ ▍▌▌█ ▄▇▇█▅▋ ▆▆ ▌▊▌▉ ▆▆▌ ▍▅▅▌.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Respawning Static Planters ~
Added ConVar to adjust the extra favourable gene chance. 
Better system for informing the static planter when plants die
Set respawn check to 30 seconds
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Tiny material fix to two jungle ruin pieces. Added ziggurat blockout to get that task started.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fuzzed the backend/origin of the side blast flipbook.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed HCR attack prefab reference.
Iterated on attack.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed wanted poster assign UI NRE
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ensured soil saturation stays at maximum throughout growth cycle
Overall quality artificially set
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Remove old dead AI code, hook up some events in preparation for NPCs being able to react to bullets impact near them or flying past them
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added system to mark growable entities as god - this ensure they always calulate max quality on all stats
Applied to plants inside static planter
 
                
                
                
                
                
             
         
        
            
            
            
                
                Dont try to Free a list that doesn't exist
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added an optimised way to check if a static planter box is empty
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from digitalclock (new sounds)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from frontier_hazmzat_cloth_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Statically spawned planter boxes will now generate genes with a weight towards the positive, rather than completely random
 
                
                
                
                
                
             
         
        
            
            
            
                
                Buildfix: invalid macro scope
Tests: built in none mode - passed
 
                
                
                
                
                
             
         
        
            
            
            
                
                adjusted frontier_hazmats BC MaxOriginDeltas to roughly enclose character - massively helps cloth resolve when mounting and stops odd behaviour at high noclip speeds
 
                
                
                
                
                
             
         
        
            
            
            
                
                BurstCloth Stability
- made max origin delta configurable (default value is the same as the old hardcoded one)
- origin and simspace deltas accumulated and cleared when sim job is scheduled, this was the main cause of most small explosions in cloth behaviour
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Update: Allow control for individual log type level
- dev level works as before by overwriting all of log type levels
This will help avoid flooding logs in specific scenarios. To be fully complete it needs to be extracted and consolidated in it's own utility.
Tests: changed logs on a procedural map - saw log types cut off/appear in the stream
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Don't show monument block radius for DPV
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Temp logging of geiger counter equip events
Tests: local session
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: defer boxing when calling LogEntry
Reduces the overhead of logging a smidge when we won't be emitting any logs due to debug level.
Tests: ran local session, logs still there
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Converting custom combat logs to use LogEntry
Tests: local session, checked that collisions generated hurt logs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: minor log format changes to help with searchability
By wrapping the category in it'll be easier to do simple searches without hitting popular words (like Spawn)
Tests: ran locally
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: Making frequent logs less spammy in normal detail mode
- Bradley velocity report is removed (as it didn't add much value)
- Network update logs moved to highest detail level, 3
Otherwise, it floods the output too much, making it hard to parse logs
Tests: ran locally, checked logs are less spammy
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaked hatchet cloth settings for better stabilitity
- upped damping and constraint iterations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added last of LODs to jungle ruin walls kit.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: Fix logging name frequently missing a NetID
It was possible to generate and cache name too early
Tests: local editor session, observed that same game object's identity updated properly