31,202 Commits over 3,928 Days - 0.33cph!
merge from hapis (includes some stuff picked up from dungeons earlier)
Compile fix (CLIENT && !SERVER)
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
Moved blood package to third party folder
Console commands can reply with objects, which get serialized to json
Fixed EnforceLimits deleting entities wrong
Added Rcon.web - setting to true enables websocket rcon
RCon think during loading
Water2 parity with Before; minor changes
vm wood hammer - Made the deploy anim much longer with loads more spinning
Fixed being unable to repair external walls, metal embrasures and window bars
Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
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Water sim tweaks + small opt
Fixed queue jumping not jumping the queue
Wood hammer - Throwing them was a bad idea, let's pretend that didn't happen.
Wood hammer - made throwable, updated vm anims, edited deploy audio to match new anim
Right clicking item with loot open will move it to loot
Right clicking clothes/belt bar will move item to main inventory
Fixed potential exception in ColliderBatch / RendererBatch
Developers/moderators/admins can jump the join queue - and ignore maxplayers
Queue now counts players that are joining too
Status shows queue size
Removed news from loading screen (didn't work as well as I'd hoped)
Planting seeds doesn't sound like you're about to die anymore
Better spear throw sound
Driftwood shore wetness + shader tweaks
Experiment: Building blocks have placeholder geometry + collider until skin is initialized
Removed deprecated ConstructionGrade collision override
Fixed building skin / socket error when leaving network cell
Merge from conditional_models_2
Fixed assert spam when leaving play mode in the editor
Only toggle batch children when required
Dedicated server compile fix
Client side entity game object destroys are load balanced when leaving a network group
Deferred actions carry a priority value that determines when they'll be executed
Fixed corpse ragdolls snapping to world origin
Fixed extra shiny player model.
Wet rocks on water and beach
Inverted terrain height masking for wetness
Foam pseudo-shadowing via reflection; reduced SSR fresnel cutoff
Tweaked wetness some more
Unfucked entity creation / destruction events
Made entity destruction a lot faster (or that's what the editor wants me to believe)
Fixed a condition where saves could get wiped on inproper shutdown
Close rcon on exception
Fixed some server exception reports not grouping properly
Bug reporter fix (why didn't anyone report this!?!?!)