5,952 Commits over 4,140 Days - 0.06cph!
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Enabled normal / tangent import on triangular wall conditional models (Windows missing shadow fix?)
Disabled player model pooling by default
Network++
Fixed server use distance regressions
Added pool.debug to standalone builds (only works in development builds)
Save++ because Helk decided to commit all monuments
Network++
Removed some (presumably unintentional) debug logs from auto turret
Properly clear prefab pool when disconnecting from server
Fixed super rare pooling NRE (maybe)
Potential fix for rare issue that could cause dual wielding / player model corruption
Enabled pool.player_model by default again
Fixed "Attempted to create Sound from null SoundDefinition" when picking up some items
Added additional info to entity console commands
Added entity.find_status console command
Fixed rare orphaned client side entities
Use world cache in the editor by default as well when running only the client
Fixed thrown items sometimes being invisible until they hit something (projectile pooling bug)
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Projectile trail renderer is invisible for the first 6 meters
Merge from projectile_trajectory
Network++
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No longer send entities that aren't in any network group to all connections (this should never happen)
Optimized sending of packets to players in a radius
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)
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Renamed UpdatePositionFromNetwork to SetNetworkPosition
Renamed UpdateRotationFromNetwork to SetNetworkRotation
Made PositionLerp more generic
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When reloading / firing crossbow, only show / hide the arrowhead game object instead of the entire rig
Crafting queue item drop radius tweaks
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)
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Fixed client / server time offset being wrong when the client has been running longer than the server (regression from 26545)