128,939 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from world_update_2
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: editor compiled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Assertions to catch leaking ItemContainer on init
- Removed lazy cleanup on init - due to Load-Init flow it's dead code
- Removed a redundant ItemContainer.Clear call
Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: removing redundant ItemContainer.Kill calls
- Removed a comment since it became obsolete
Returning to Pool will "Kill" them.
Tests: None, trivial changes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Restrict storage barrel being able to be placed deep inside the world layer
 
                
                
                
                
                
                    
    
        
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                Merge from elevator_parenting_collision_improvements
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix Scene2Scene process running HLOD generation 3 times when generating prefabs and scenes
Only run the first bake, subsequent HLODBounds generation calls will use cached mesh and materials (still runs everything else)
Needs to be implemented when calling the S2P generation methods (see HLODBounds.ResetMultiBake in SceneToPrefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_ramp_wall_placement -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix wall placed beside ramp not able to be replaced after it's destroyed
- applies to all walls: full size, half size, doorway, frame, window & low wall
- https://files.facepunch.com/jakerich/iojYkzF7bnBKc9Sp/b0nGqYrAiPHtL3Zz.jpg
 
                
                
                
                
             
         
        
            
            
            
                
                Rework UnwrapBakers final asset output process to update and resave assets instead of deleting and recreating assets
Fixes Scene2Scene workflow missing HLOD meshes because subsequent runs would delete the assets, losing their connection
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_foundation_terrain_placement -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix foundations not being placeable when the middle is clipping into terrain or rocks
- as long as one corner or edge of a foundation is still above the terrain, it will place
- still block placement if the foundation is completely under the terrain
- add new SocketMod_Grouping to control multiple socket checks (which is how it checks multiple points on foundation)
- applied to both square foundation and triangle foundation
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Converted hill cliffs generation to PlaceCliffsUniform
 
                
                
                
                
                
             
         
        
            
            
            
                
                Lowered LOD distances on all cliffs
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                add smoothness and specular reflectivity multipliers to splat base layers