5,983 Commits over 4,413 Days - 0.06cph!
Fixed exploit to turn auto turrets on without electricity
▌ ▆▌▅▋▆ ▉▌▅▄▆▄▍▄▍ ▅▇▆▍▅█ ▇▍▅▄▋▍▋▇▌█ ▉▇▇▅ ▍▋█▌ ▆▄▄▌▋▆▊▆█ ▅▅▋▄ ▄▉█▉▆ ▊▄▄▆▌▉ ▇▉▊
▋ ▄▄▇▍▋▋▌▊▉▇▌▆▍▅▊▋▋▌▊▍▇▆▋ ▋▅▉ ▆▆▊▍▉▋▆▋▋█▋▅▍▍▍▉▆▅▄▍▇▋▉▆▆▅▋ ▊█▋ ▆ ▊▋▅▉▊▄▉ ▋▅▍▅ ▇▅▍▊▍▊▍▌▍▊▊ ▆▆█▊▇▋█▍ ▉▇ ▍▅▅ ▇▋█▇█▋▇ ▍▍▅██ ▆▊▆▄▋ ▊▌▊▍▉▍▄▄▋▋ ▇▅█▌█▍▌▆▅
▆ █▌▋▆▄ ▅▋█▍▅▉▇█▍▇▋▊▅▉ █▍▌ ▊▅█▅▅▄▊▇ ▊▆▉▊▊▍▍▊▅ ▍▋▊▇ █▅▄ ▍▆▅▆▉▆██▆ ▉▆▊▋▌▍▋▋ ▉█▆▋▋▇█▋
Added scrap transport helicopter spawn population
Fixed passengers sometimes receiving fall damage in scrap transport helicopter
TriggerHurtNotChild also checks mounts, not only parenting
Scrap Transport Helicopter damage trigger uses TriggerHurtNotChild instead of TriggerHurt
▌ ▍█▅▇▊ ▌▉ ▅▇▅▄▊█▇ ▍▉▌▅▆ ▌▊▌▍▊ ▆▍█▅█▋▋▋▌▍ ▅▇▅▇▅▇▊▍▉▇▌ ▋▊▋▉▄▌▊▇▌▆▅ █▉▅▋▇▇▊▊█▆ ▋█ ▅▊█▉▍▌
Rescaled headlerp so default value is 1 (while preserving same behaviour as before)
Added headlerp_inertia convar to smoothen the beginning of the head reset motion (default = false = old behaviour)
Fixed workshop skin preview for newly created deployable skins not showing
Merge from map_improvements
Merge from map_improvements
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)
▉ ▌▍▋▆▋▋▄▄▄ ▌▊▍█▍ ▍▌▅ ▊▌▌▊ ▌▊▄▉▉▍█▋▆ ▊▉ ▆▅▍ ▅▍▋▊▅▆▋█▍▅ ▅▊▄▊▄ ▄▊▇▅ ▍▍▆ ▋▋▆ ▌▊▆▌▆▄▊▇▍▌▌ █▄▊▊▌ ▇▋ ▌▇▌▌▋
▆ █▊▋▊▄▋▋ ▆▆▇▋ ▍▉ ▉▄ ▅▅█ █▇▉▇▉▅ ▄█▍█▅▇▄▇█ ▅▊▄▄▌▊▋▌▌▋ ▋▄▌▊▇▆ ▋█ ▅▆▋▋ ▅▅▉▉▉▋▇▅▍▇███▌▍▄ ▇▌▊█ ▊▊ ▌▄▅▌▊ ▅▇▌ ▍▄▋▇▉▍ ▉▆▄▍▉ ▋▋▇▊▇▅ █▇▋▅▆▉ ▆▅ █▆█▇▋▅ ▆▌▄█▇▋▅ ▆ ▄█▄▋▋▍▍▍ ▉▇▌▊▅▌▊ ▋ ▊██▅ ▅▊▄▌ ▇▌▇▍▊ ▍▇▊▄▆▆▆▅█▌▇▆▉▋▄ ▉▄▍█ ▆▇ ▋▌ ▆▍▅▇ ▇▅█▌▊▄ ▆▉▄▅ ▊▍▉ ▇▉▆▊▅▍ ▊▍▄▆▇ ▌▍▊▆▆ ▉█▅▄▍ ▌▍ ▄▍▋▆▆▅▄ ██▄▌▌▋█ ▆▅▍▉█▇▍▄▄▊▇▍▇ ▉▋█▌ ▉█ ▊▅▊▇▋▇ ▋▍▌▌ ▌▄▌█▋▆ ▇▅▉▉▉▍ ▍▍▄▍▆ ▌▉▋ ▍▅ ▇█▅▆▉▋ ▆▅▊▇▅▅▅ ▊█▉▊▆█▇▇▄▍▋▆▊▇▌▄▍█▅▍▋▋█▇ █▋▉ ▍▇▌▅▌▋▌▇ █▋▅ ▆▆▊▋▆█ ▇▄ ▌▇ █▅▋▍▄▆ ▇▍▄▅▆ █▌█▍▅▌▌
▄ ▅▌▇█ ▊▍▉▍█▋▊ ▆▉▉▊▄ ▅▋▋ ▄▍█▊▇ ▋█▍▌▉█▊▅▍▅▇▆▍▋▌▄▄▊ ▇▍ ▄▌▄ ▉▄▅ ▇█▌▋▄▊ ▅▄▋▅ ▍▋▇▍▄▉▆▇▅ ▇▅█▍ ▋▍▇▄▊▇▌ ██▋█ ▄ ▆▆▆▅▊▄ ▍▍▋▄▆▇▇▍ █▉▋▇▋ ▄▍█
Fixed rare NRE in TriggerParentEnclosed.OnTick
▆ ▌█▅▉ ▋▆▉▋▌▊▅▅█▍ █▊ ▉▆▇▉▆▆▅▄█▅▍▌▉▇ ▊▆ ▍▍▊▋▆ ▊▌▉▅ ▇▆▆▌▊▊ ▉█▇█ ▋▊▌▄▊▇▄▄▊▇
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)
█ ▌▅▌▍▋ ▇▊▌█▄▆█ ▊ ▅▅▆▉▅▍▆▉█▄ ▊▅▍▄▅▋▊ ▅▊▌▍ ▋▌▇▌▄▄▊█▉▄▉▍▄▇█▄▆▍▄▍▍█▄▆▌▋▇▉▅▋▍▊ ▊▋█▇▌▊▄▍▉▄▍▍▄ ▅▌▋▊▊▇ ▅▉▌ ▍▆▋▅▍▆▊▅ ▇▋▅ ▍▇▇▌▅ ▆▊ ▌▅▇ ▌▉▅▅
▊ ▄▄▄▅█ ▉▅▆▊█▅█▍▄ ▄▋█▌▍▉▇▆▉▇ ▋▌▍ ▉▆▌▊ ██▇▅ ▄▉▉▊▄▄▍▄▆▅▉▌▄▋▉█▉█▇▇▌ ▉▋▇▊▉▊▍▋ ▌▊▄▉
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)
▍ █▊▆▆▉ ▇▌▄▋██▅▍▌▅▇▅▉▉▄ ██▍ ▇▆▄▍█▆▋▊▇▋▍▄▍▌▍ █▊▊ ▆▄▌
▆ ▉▅▊▄▇█▋▇▄ ▍▉▉█▆ █▉▋█ ▇▋ ▇▆▊▊▄ ▍▊▍█
Added teleportlos console command
Added secondary network group subscription (this should currently not do anything)
Added "near" network visibility radius that is processed immediately (fixes entities popping in too close when moving very fast)
Network groups are unsubscribed from at twice the rate they are subscribed to (prevent buildup)
Set short circuit flag on OR and XOR switches as well as electrical combiner
Cherry picking
41761 (inventory.copyto for devs / admins)
Enabled read / write on some door handle and hatch meshes so they can be exported from the workshop
ProjectVersion.txt restore
Enabled headlerp_inertia by default
Rescaled headlerp so default value is 1 (while preserving same behaviour as before)
Added headlerp_inertia convar to smoothen the beginning of the head reset motion (default = false = old behaviour)