5,983 Commits over 4,413 Days - 0.06cph!
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 workshop skin preview for newly created deployable skins not showing
Merge from map_improvements
Merge from map_improvements
Scale radiation size by transform scale even when adjusted at runtime
Added "headlerp" console command
Merge from main/drop_current_item
Horses no longer forced to .2s interpolation delay
Added grass.distance convar (range 100-200, default 100, only really useful for video making)
Force more interpolation delay for ridable horses to reduce extrapolation
Removed PhysicsDriven since it's really always wrong for load balanced entities like the horse (override GetNetworkTime instead)
Merge from crafting_improvements
Merge from "Helicopter Update Optimisation"
Merge from "OcclusionSphere leak fix"
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Merge from consumable_item_info_fix
Merge from wounded_item_dragging_fix
Merge from rig_stripping(temp)
Merge from messagedelayfix
Merge from screen_settings (conflict in MenuUI.Options.prefab, appears to have resolved fine)
Merge from player_preview_spin (conflict in GameUI.Inventory.prefab, appears to have resolved fine)
Merge from item_splitting
Merge from error_notifications
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BaseRidableAnimal compile fix
Tiny perf convar tweak (4=ping, 5=everything)
FuelGenerator.FuelConsumption is now also started when loaded from save
Fixed fuel generator not updating current energy after spawn / load
AutoTurret is no longer pooled on the client since it's now an IO entity (which currently do not support pooling)