5,912 Commits over 3,867 Days - 0.06cph!
Native water system backend is server only (temporary workaround)
Briefly disable client side world item collider when they switch their parent (this prevents them from fucking up ragdolls)
Fixed cloudmovement convar NRE in console autocomplete in the main menu
ViewmodelBob uses correct velocity when inside TriggerForce
Disabled two dunes in the excavator scene since they could stick out of the ground on certain seeds
Excavator engine exhaust particle effect position fix
Fixed speeds applied by excavator belts being slower than the belt, particularly on the excavator arm
Fixed jumpy movement on excavator belts that are not perfectly horizontal due to loss of gravity from the applied trigger force
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Made playerseed and shuffleplayerseed take optional argument that specifies the target player (only visible locally, only in demos or admin / dev)
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Fixed reload problems at extremely low FPS
Disconnect on checksum mismatch
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Fixed binds not working with cinematic_play and cinematic_stop
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Added warning message to loading screen when joining servers with 4k maps with less than 10GB of RAM
Fixed Diesel_Collectable prefab ID
Only skip NPCPlayer in TriggerParent, not HTNPlayer (cargo ship)
Added support for compound triggers to TriggerParent
Added TriggerParentExclusion (I can't believe this works)
ForceUpdateTriggers now exists on all entities (supports sphere, box and capsule colliders)
Updated platform.entity with 2 TriggerParent and 1 TriggerParentExclusion
UpdateSubscriptions profiling
Faster and more reliable "Tools/Steam Inventory/Download Skins"
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Fixed edge case that caused client side tree collider to be disabled after pooling
MotorRowboat profiling
SendNetworkUpdate_Flags and SendNetworkUpdate_Position profiling
Fixed NRE in Buoyancy.Cycle when buoyancy instance is going to sleep
Enabled physics.batchsynctransforms by default
Buoyancy.FixedUpdate is handled by ServerMgr.FixedUpdate to ensure they aren't scattered inbetween other fixed updates, causing SyncTransforms churn
Tweaked physics.batchsynctransforms profiling and behaviour with physics.autosynctransforms disabled
Fixed Skin.LoadAssets NREs
Fixed client player tick rate not being set when connecting to sleeper
Renamed physics.batchsync to physics.batchsynctransforms (similar to physics.autosynctransforms)
Added physics.batchsync convar (only does a single physics transform sync for all player server updates, default = false)
Added physics.autosynctransforms convar (only for testing)
Added player.tickrate_cl and player.tickrate_sv convars (both are set on the server)
Optimized Vis.Entities / Vis.Components / Vis.EntityComponents further
Stripped collider batching entirely to fix some remaining performance overhead (particularly in Vis.Entities / Vis.Colliders)