130,443 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                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
                
                
             
         
        
            
            
            
                
                drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information
                
                
                
                
             
         
        
        
            
            
            
                
                Swapped radioactive water icon
Added generalised Radioactive flag to item
Flag is set true/false by static general radioactivity
Flag is also set true/false by the new item container (that supports rads)
                
                
                
                
             
         
        
        
            
            
            
                
                merge from HighCaliberRevolver
                
                
                
                
             
         
        
            
            
            
                
                Added hide_server cvar, sv_lan 1 will hide the server too
Load particle editor first in -tools mode
Fixed non left clicks in particle previews breaking the controls
Prevent errors about missing materials in particle editor
                
                
                
                
             
         
        
            
            
            
                
                Play some rad noises at appropriate levels for a few seconds should the player be inflicted with rads through poisoning rather than exposure
                
                
                
                
             
         
        
            
            
            
                
                Shield Texture pass and material changes
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from water_visibility_grid
- provides 2D grid for early exit on most WaterCollision.GetIgnore checks
- dynamic water visibility volumes are brute-force checked, but there are an extremely small number of instances
                
                
                
                
             
         
        
        
            
            
            
                
                Dart prefab rotation fixes
                
                
                
                
             
         
        
            
            
            
                
                close profiler sample region properly on early exit
                
                
                
                
             
         
        
            
            
            
                
                Update: Bringing back Item pooling
- Added a couple extra fields that were missed
Still need to reproduce the NRE we encountered earlier.
Tests: built all modes in editor. Spawned an AK, put an ext-mag on it, threw away to despawn, spawned a new one - didn't have attachments
                
                
                
                
             
         
        
            
            
            
                
                 Updating EAC setup / launcher
                
                
                
                
             
         
        
            
            
            
                
                Added frontier hazmat_hitboxSystem to BurstClothTestbed scene
Added mocap sample clips
Improved hierarchy of cinematic prefab for Paddy
                
                
                
                
             
         
        
            
            
            
                
                Reduced oasis target count from 3 to 2 to leave more space for giant excavator
                
                
                
                
             
         
        
            
            
            
                
                Improved PlaceCliffsUniform randomization
                
                
                
                
             
         
        
            
            
            
                
                Fixed river / ocean transition terrain issues
                
                
                
                
             
         
        
            
            
            
                
                Final'ish - pending IK fix script.
                
                
                
                
             
         
        
            
            
            
                
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                Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
                
                
                
                
             
         
        
            
            
            
                
                Reduce wood pile density by 40%
                
                
                
                
             
         
        
            
            
            
                
                3rd person motion fixes, part 14
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from main
Tests: default editor build
                
                
                
                
             
         
        
            
            
            
                
                rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
                
                
                
                
             
         
        
            
            
            
                
                Clean: removing obsolete methods from Pool
Tests: built all modes in editor
                
                
                
                
             
         
        
            
            
            
                
                Cancel any active gesture immediately on death
                
                
                
                
             
         
        
            
            
            
                
                shield prefab and adjusted metal value of texture
                
                
                
                
             
         
        
            
            
            
                
                TerrainTopologyMap.GetTopology fix when getting topology in radius
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: editor build
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from itemcontainer_pooling
Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
                
                
                
                
             
         
        
            
            
            
                
                Scatter dart initial/placeholder setup