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Add cover component supporting primitive shapes
Fix incorrect line in OBB DebugDraw
radioactive_water -> world_update_2
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
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.
Merge from world_update_2
Fixed river mesh being incorrect around rail and road crossings
Merge: from main
Tests: none (no conflicts)
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
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)