5,953 Commits over 4,171 Days - 0.06cph!
Disabled entities remain in their object hierarchy on the client (should be more solid, less error prone)
Fixed regression that sometimes made explosives invisible when attached to doors
TimedExplosive no longer attach to the entity pivot position when hitting other TimedExplosive
Added network extrapolation smoothing
Increased default network extrapolation time
Fixed projectile particle systems no longer playing after being pooled
Run FileSystem_Warmup on dedicated servers
Devs can craft all workshop skins if "unlock all items" is set in the editor
Added some item schema debug convars (autoschema, loadschema, printschema)
Imposter is IClientComponent
Don't spawn bradley while still loading
Fixed that network interpolation velocity smoothing wasn't working correctly
Interpolate rotations with slerp instead of lerp
Fixed vis.lerp ghosting (and some ddraw ghosting in general)
Network extrapolation also uses slerp instead of lerp for rotations
Fixed player view direction going fubar with extrapolation (still some problems, should probably be disabled altogether for players due to delta updates)
Print full exception when "error loading save" happens
Added server timestamp correction to network interpolation
Network++
Stripped server schema refresh (fixes server stall every 30 minutes)
Fixed server save timings ignoring the majority of the stall time
Send network update when healing entities using upkeep
Server player loot distance and client interaction distance are closer together
Fixed animals turning like Slowpoke (lerp regression)
Fixed lerp timestamp sometimes being incorrect when enabling lerp
Fixed lerp server timestamp correction sometimes getting corrupt
Added lerp.debug convar
Changed lerp.debug to false by default
Fixed ore bonus have sync position flag set
Optimized PositionLerp.SnapTo / SnapToEnd
Call ItemManager.InvalidateWorkshopSkinCache when new item definitions have been received
Fixed repair bench skin icons not refreshing until clicked
Fixed server lag corrupting lerp timestamps, sometimes permanently
Disabled sync position on boat storage and fuel (should automatically inherit group from parent, no need to sync explicitly)
Renamed some profiler samples because Unity
Added warning when skin download fails to start (separate from timing out)
Consider entities out of bounds if they're lower than terrain zero level
Terrain sockets no longer count as inside terrain if outside the terrain bounds
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Cherry picking corpse NRE fix from Helk's branch
Made PositionLerp more generic to eventually be usable in other projects
Extrapolation time on player entities is clamped to 0.1 seconds
Extrapolation time on NPC entities is clamped to 0.1 seconds as well
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