157,353 Commits over 4,536 Days - 1.45cph!

2 Years Ago
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2 Years Ago
Bump protocol network
2 Years Ago
Add cover component supporting primitive shapes
2 Years Ago
Fix incorrect line in OBB DebugDraw
2 Years Ago
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2 Years Ago
radioactive_water -> world_update_2
2 Years Ago
Radioactive water~ - Ensure base radioactivity is always set on object init - Ensure base radioactivity is always set on object load - Added profiling to item container rad count - Move radiation map creation to just happen when the first radioactive body tries to add anything
2 Years Ago
Merge: from item_pooling This reintroduces pooling for Items while fixing the original bug that caused their backout. Tests: build all modes in editor, tried to repro original bug - didn't happen.
2 Years Ago
Fixed river mesh being incorrect around rail and road crossings
2 Years Ago
Merge: from main Tests: none (no conflicts)
2 Years Ago
Bugfix: Don't throw when cancelling partially finished crafting queue work item Tests: Got 2 stacks of 300wood, scheduled 2 single doors as a single crafting operation, cancelled after first door crafted - no exceptions
2 Years Ago
Fixed holes in god rock
2 Years Ago
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
2 Years Ago
Deleted unneeded prefabs
2 Years Ago
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2 Years Ago
Tea display fix
2 Years Ago
Fixed terrain holes in small rock formations
2 Years Ago
HCR no longer mountable to Frontier weapon racks due to size.
2 Years Ago
Deleted bugged oceanside topology from icelakes to remove coastal rocks from spawning underneath
2 Years Ago
Keep track of modifier source counts. Tea vitals bar only shows tea source modifiers.
2 Years Ago
Fixed several water regressions from 104770
2 Years Ago
Adjusted cliff tall slope meshes to get rid of terrain holes
2 Years Ago
Ensure current serialized map data is updated with the new radiation map each time set radiation body is called
2 Years Ago
Fixed non-harvestable trees in oasis a, b and c Removed monument topology from oasis a and b to get rid of barrel spawns
2 Years Ago
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Ensure water radiation map persists between saves
2 Years Ago
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2 Years Ago
Properly replicate meat stack size shrinking as wolf is eating
2 Years Ago
Added "use local space" to "Position Within Box Random" particle init
2 Years Ago
Fixed a typo in the name of NPC:SetIdealSequence Fixed ENT:GetPreferredCarryAngles for `ai` ents not being called
2 Years Ago
Fixed cliff_d anchor issues
2 Years Ago
Remove logs
2 Years Ago
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
2 Years Ago
Possible NRE fix in PushLiquidThroughOutputs
2 Years Ago
Bunch of cleanup and removing log spam. Log a message when temporarily adding an unapproved item for rendering.
2 Years Ago
Drop BaseEntity AddComponent extension method and just declare straight up `AddComponent`
2 Years Ago
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2 Years Ago
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2 Years Ago
Fix containers not opening Caused by cache and order of operations changing with BaseEntity Components
2 Years Ago
stopping watervisibilitygrid error spam - still need to fix the core issue
2 Years Ago
Have wolves spend a longer time eating larger meat stacks
2 Years Ago
subtracting 104763 - we are using the W component on shore vectors in the shaders, just not in code
2 Years Ago
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)
2 Years Ago
Merge: from main Tests: none
2 Years Ago
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.
2 Years Ago
Merge: from main Tests: none, no conflicts
2 Years Ago
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.