5,953 Commits over 4,171 Days - 0.06cph!
Error message typo fix ("Trying to to child" -> "Trying to parent to child")
Fixed IOnPostNetworkUpdate regression (torch randomly getting switched off)
Toggling grass shadows force-refreshes grass meshes
Fixed parenting on bradley and heli loot crate fireballs
Merge from weekend_branch_2
Added RAM usage to perf text
Changed Windows RAM usage API to be similar to resource monitor
Only twig foundation and floor building blocks can bypass building privilege
Tweaked barricade placement sockets, prevent building volumes and damage volumes
Reduced barricade collision mesh scale (hack until the models are updated)
Temporarily subtracting BoneFollower changes
Vector2i, Vector3i, Vector2b, Vector3b implement IEquatable
Reverted barricade collider scale hack
Tweaked high external wall barbed wire damage volumes
Barricade collider updates
Added barbed wire damage triggers to new high external gate
Updated deploy volumes / socket tests on high external walls
Can place large furnace under floor grills even after the floor grills have already been placed
BaseNpc implements MaxVelocity
Raw and spoiled meat no longer goes straight to belt when picked up
Fixed BaseNpc serialization mismatch in CLIENT / SERVER (also fixes compilation error)
Wooden ladders can be stacked to 5
Can repair damaged ladders
Can stack items that have condition if their condition is maxed out
Removed BoneFollower (client optimization), second attempt
Fixed lake topology settings
Fixed harbors spawning in lakes
Network++
Save++
Removed need to be wet when trying to drink from bodies of water (was only testing on server, clients had it commented out -> weird behaviour)
Removed weird duplicate raycasts from water drinking tests (now raycasting only in GetWaterDrinkingPoint)
Subtracting BoneFollower removal again because fuck me
Set ResearchResource reference to scrap on the static research tables (so you can place scrap into them + research)
Fixed checksum being unset when world cache is disabled (editor)
Can send optional entity ID with Signage.ReceiveTexture (mods)
Servers can call the sv console command on clients (mods)
EAC SDK update (Linux "sandbox not connected" fix)
Merge from weekend_branch_3
Fixing compilation errors is fun when your editor isn't working
Merge from weekend_branch_4
Fixed water carving volumes not working with ocean plane (regression)
Tweaked high external wall and gate deploy volumes to make it easier to close compound walls
Subtracting EAC SDK update (crash)
Fixed ArgumentNullException when sleepers are killed
Network++
Server "del" command also works in the editor on entities
Spawn handler ensures that entity distribution percentages are maintained (fix for stone ore scarcity)