33,904 Commits over 4,171 Days - 0.34cph!
Fixed corpse ragdolls snapping to world origin
Deferred actions carry a priority value that determines when they'll be executed
Client side entity game object destroys are load balanced when leaving a network group
Dedicated server compile fix
Only toggle batch children when required
Fixed assert spam when leaving play mode in the editor
Merge from conditional_models_2
Fixed building skin / socket error when leaving network cell
Removed deprecated ConstructionGrade collision override
Experiment: Building blocks have placeholder geometry + collider until skin is initialized
Driftwood shore wetness + shader tweaks
Planting seeds doesn't sound like you're about to die anymore
Better spear throw sound
Removed news from loading screen (didn't work as well as I'd hoped)
Queue now counts players that are joining too
Status shows queue size
Developers/moderators/admins can jump the join queue - and ignore maxplayers
Fixed potential exception in ColliderBatch / RendererBatch
Right clicking item with loot open will move it to loot
Right clicking clothes/belt bar will move item to main inventory
Wood hammer - made throwable, updated vm anims, edited deploy audio to match new anim
Wood hammer - Throwing them was a bad idea, let's pretend that didn't happen.
Fixed queue jumping not jumping the queue
Water sim tweaks + small opt
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Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
Fixed being unable to repair external walls, metal embrasures and window bars
vm wood hammer - Made the deploy anim much longer with loads more spinning
Water2 parity with Before; minor changes
RCon think during loading
Added Rcon.web - setting to true enables websocket rcon
Fixed EnforceLimits deleting entities wrong
Console commands can reply with objects, which get serialized to json
Moved blood package to third party folder
Added GameManager.Destroy (verifies entity state and logs error if it's corrupted)
Replaced a shitton of GameObject.Destroy and Object.Destroy calls with GameManager overloads
Compile fix (CLIENT && !SERVER)
merge from hapis (includes some stuff picked up from dungeons earlier)
Undo Sky Dome.prefab change.
Made Hapis run prefab sky dome.
Random mat tweaks.
Slightly increased SSAO radius, so that it doesn't black all over our grass as much.
Made some placeholder crapsset store cars not be all toy-sized.
Old hapis on main again, for now.
Test: Set isDestroyed at the end of the entity deletion
Test: Don't check isSpawned when verifying the entity state while loading a save