106,758 Commits over 3,836 Days - 1.16cph!
Added Road Sign Overhead Gantry
Elevator door prefab and mesh
Set elevator textures to crunch compression
Fixed TimeSince ToString not returning the correct value
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Attempt #3 to fix building plan lag by storing type in field rather than using GetType()
Attempt to fix building plan lag by keeping all equality checks in C# land
BuildingProximity.GetProximity: additional checks added in early December now only run on the server (fix attempt for FPS drop when using building planner)
Fixed xmas dungeons not disabling their environment volume trigger when entering the pool on the client
merge from dungeon_despawn_fix
ClearAllEntitiesInRadius uses Vis.Entities
AnyPlayersInside uses BaseNetworkable.HasCloseConnections
merge from dungeon_despawn_fix
ClearAllEntitiesInRadius checks IsValid
ClearAllEntitiesInRadius doesn't set blockBagDrop on entities that are already destroyed
Q: Is there a reason this cannot use Vis.Entities?
merge from dungeon_despawn_fix
Fixed airdrop not working
Optimization: Vector3.Distance -> sqrMagnitude
Fixed edge case where ClearAllEntitiesInRadius would not return entity list to pool
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Split client & server metrics + compile fixes
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Backups: Timelines, animations, unsaved scenes
Backups: Scene prefabs, skeletons, materials and cam anims
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Protobuf fix after merge
Codegen and manifest
Disable inheriting network groups on the elevator lift entity
Re-enable underground layers for network groups
Fixed combiner showing incorrect IO information in inventory
Cherry-pick windmill collider fix
Fixed windmills having two copies of their collider, one on the wrong layer
slower radiation gradient for gingerbread tunnels
default tunnel lifetime doubled
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