130,428 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                Added "use local space" to "Position Within Box Random" particle init
                
                
                
                
             
         
        
            
            
            
                
                Fixed a typo in the name of NPC:SetIdealSequence
Fixed ENT:GetPreferredCarryAngles  for `ai` ents not being called
                
                
                
                
             
         
        
            
            
            
                
                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.
                
                
                
                
             
         
        
            
            
            
                
                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)
                
                
                
                
             
         
        
        
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                Convert junkpile_base to meshlod
Add some junkpile_base meshes to divesite D and F to hide the gaps between the rock meshes and the terrain
                
                
                
                
             
         
        
            
            
            
                
                Switch divesite D and F to JunkpileWaterSpawners for their crates, fixes crates getting orphaned when a dive site is retired or go through a save/load
                
                
                
                
             
         
        
        
            
            
            
                
                Split the buoy section of divesites into a new child entity that bobs up and down on the server and uses SyncPosition
Solves mismatching colliders on the client causing flyhack and raycast issues
Only animates on the server if a player is within 128m
Added a slight rotation over time
                
                
                
                
             
         
        
            
            
            
                
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                Merge from fix_minicopter_altitude_sinking -> main
                
                
                
                
             
         
        
            
            
            
                
                Fix minicopters / hot air balloons losing altitude when flying over canyons and small hills
- terrain below 25m won't affect max altitude calculations
- subtract 25m from max altitude calculations to keep it effectively the same max height
- applies to both helicopters & hot air balloons
                
                
                
                
             
         
        
            
            
            
                
                fix ocean light color override not working on directional light when playing in editor
                
                
                
                
             
         
        
            
            
            
                
                Jutting cliffs improvements / slightly increased density of jutting cliffs
                
                
                
                
             
         
        
            
            
            
                
                All coastal cliffs now use radius for TerrainFilter / attempt to fix cliff interescting roads
                
                
                
                
             
         
        
            
            
            
                
                Discard water fragments entirely if there's no chance the camera is inside the respective water volume (fixes depth issues in canyons)
                
                
                
                
             
         
        
            
            
            
                
                PlaceCliffsUniform takes prefab priority into account
PlaceCliffsUniform prioritizes prefabs according to the number that have already been spawned (if their priority is the same)
PlaceCliffsUniform uses a multigrid approach to spawn (spawn at coarse resolution first, then going increasingly finer until target is reached)
                
                
                
                
             
         
        
            
            
            
                
                Merge from fix_reserved_slot_kick -> main
                
                
                
                
             
         
        
            
            
            
                
                Fix missing parenthesis causing reserved slot flag to be ignored
                
                
                
                
             
         
        
            
            
            
                
                Merge from main -> fix_reserved_slot_kick
                
                
                
                
             
         
        
            
            
            
                
                3p entity updates, added anim event and effects
                
                
                
                
             
         
        
            
            
            
                
                Fixed broken coastal rock prefab links
                
                
                
                
             
         
        
            
            
            
                
                Improved particle properties panel
https://files.facepunch.com/rubat/2024/September17-559-BestAnt.png
Improve tools scrollbar styling