10,594 Commits over 3,683 Days - 0.12cph!
Don't use triangular wall conditional model if there's a neighboring wall attached to the invisible side
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Removed ancient code to ignore multiple position ticks that were received in a single frame
Fixed server / client time offset corruption when receiving ancient entity ticks (e.g. when having both AI dormant + network caching enabled)
Crafting queue item drop radius tweaks
When reloading / firing crossbow, only show / hide the arrowhead game object instead of the entire rig
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Renamed UpdatePositionFromNetwork to SetNetworkPosition
Renamed UpdateRotationFromNetwork to SetNetworkRotation
Made PositionLerp more generic
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Limit crafting queue length to 8
More sane upper limit for how many items to craft in a single crafting queue entry (limited to item stack size, 10 for unstackable items)
Subtracted
26423 (EAC SDK update)
Optimized sending of packets to players in a radius
No longer send entities that aren't in any network group to all connections (this should never happen)
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Include wall sockets in building proximity checks
Added dummy floor socket at half height of the full wall (support only)
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Merge from projectile_trajectory
Network++
Projectile trail renderer is invisible for the first 6 meters
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Fixed thrown items sometimes being invisible until they hit something (projectile pooling bug)
Use world cache in the editor by default as well when running only the client
Fixed rare orphaned client side entities
Added additional info to entity console commands
Added entity.find_status console command