5,428 Commits over 4,444 Days - 0.05cph!
Server versions of weather.load, weather.reset and weather.report
Small typo, shouldn't affect anything
Particle grid emission rate also takes camera velocity into account
Better camera velocity offset in particle grid
Testing high collision quality on rain and snow
Fixed climate system not initializing on the server (causing several NREs)
Fixed effect systems updating during the loading screen
Latest non-beta Steam DLLs for Windows and Linux dedicated servers
Changed demo.splitmegabytes default value to 200 (from 100)
Updating Facepunch.Steamworks
Roof left and right side trim conditional models are applied to both client and server (for the collider, fixes fly hack false positives)
Do entity order validate before calling CreateOrUpdateEntity so the counter isn't corrupted if CreateOrUpdateEntity throws an exception
Include additional info in disconnect message when entity order validate fails
Subtracting
53468 (ProjectilesThroughVehicles) and
53754 (wounded player collider adjustment) since they're causing regressions
Codegen (IOEntity.Server_RequestData now has CallsPerSecond check?)
Fixed protobuf/generate.sh DOS line endings (breaking unix shell scripts)
Fixed two cases where roof eaves conditional models would not show even though they should, resulting in gaps (server side fix)
Roofs cost the same as floors (build + upkeep) since they also have the same health
Square / triangle roofs no longer try to join when placed next to each other in a straight line (only triangle / triangle will)
Subtracting
53182 (SimplerBuildingColliders) since it doesn't improve performance and makes things more difficult to work with for artists and less unified
Another audio bundle experiment
Attempt to fix "Couldn't find sound" on animation-driven sounds (regression from 52993)
Attempt to fix "SoundPlayer bundle assignment doesn't seem to work sometimes"
Merge from underwear_swap_fix
Explicitly assigning bundles on repair_full_metal and repair_metal (as a test)
Vehicles send out network ticks immediately after they have a new position on the server to reduce input lag (override in BaseVehicle)
Merge from network_lerp_4
Conditional wall corners are tagged as DeployVolumeIgnore (no longer block placement of adjacent wall frame inserts at certain angles)
Fixed being unable to study a blueprint even if some of the items it unlocks weren't unlocked yet (square / triangle ladder hatches and grills)
Fixed ceiling light deploy issues under triangle floors
Fixed "Wall conditional corners show when placed adjacent to a backwards wall and a wall behind (triangle foundation)"
Fixed "Unable to replace furnace under triangle frame"
Fixed "Wall conditional corners show when placed adjacent to a backwards wall and a wall behind"
Fixed wall frame insert placement issues next to spiral stairs with some specific rotations
Subtracting
51078 (significantly increased loadtime)
Cherry picking
42341 from hdrp (print_foliage console command)
Disable lerping when a child entity is attached to any bone (not just for the "closest bone" feature)
Removed ancient NetworkPositionTick hack for child entities that should no longer be required
Cherry picking
50679 (parents send UpdateNetworkGroup to children that do not inherit their network group)