5,937 Commits over 3,987 Days - 0.06cph!
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BasePlayer.lookingAt, lookingAtEntity and lookingAtCollider return real null if lookingAtEntity is set but invalid
Subtracting
46562 (ring road once again on 3k maps)
Only generate ring road on 4k maps or larger
Fixed minicopter and scrap transport helicopter spawn filter regression (causing them to cluster up too much)
Fixed road mesh being placed slightly too high when loading a map from disk
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Updating libRustNative.so (Linux server)
Fixed various cases where roadside monuments could be placed in a way that they were partially floating
Better shuffling when attempting to place roadside monuments
Restoring Linux RustNative
Removed road mesh offset of 0.01m (makes it hover too much)
Adjusted roadside monument loot spawns on tier 1 and 2
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River mesh import settings fixes
Subtracting
45544 cc rohan
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Removing meta file that can be deleted
Proper fix for ProcessNestedPrefabs (now processed in-place if we're not bundling, see ShouldExclude / IsProcessedAsNestedPrefab)
Subtracting
44822 (it completely disables nested prefab preprocessing in the editor, which will break)
Another attempt to fix nested parenting trigger issues
Fixed SellOrderEntry not getting destroyed until the next time a vending machine loot panel is opened
Fixed loot panels not getting destroyed when leaving a server (since they are DontDestroyOnLoad and the fallback pool cleanup wasn't working right)
Fixed entities that are part custom maps (included in the map file as root objects) getting spawned as static objects on the client with world streaming enabled
Subtracting
42916 (accidentally deletes entities from prefab pool)
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Fixed rare NRE in TriggerParentEnclosed.OnTick
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Fixed potential NRE in WorldNetworking.RequestWorldData
Fixed rare case when entity could remain parented after leaving TriggerParentEnclosed
Enabled world.streaming by default (load time, ram and fps optimization)
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Bumped immediate network visibility distance to 128m (from 64m) to give more notice for SAM sites
Simplified per paddy's request: Always save / load named debugcamera states, debugcamera_preserve toggles save / load of initial state, debugcamera_preserve_default no longer exists
Skip prefabs that cannot be found when spawning the world (custom map fix)
Healing no longer shows screen damage indicator
Admin heal console commands work in god mode
Admin debugcamera_save and debugcamera_load persist through restarts
Added debugcamera_clear to clear saved camera states
Cherry picking
42366 (inventory.giveto skin support)
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Added teleportlos console command