128,968 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
            
            
            
                
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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.
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                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