5,910 Commits over 3,867 Days - 0.06cph!
Merge from unity_2018.1.0
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Fixed lerp client time offset corruption when server timestamp goes out of sync (from low level CPU stalls that can occur on some managed hosts)
Cannot loot other player corpses / sleepers / bags inside safe zones
Merge from save162 (another staging server wipe, sorry guys)
Socket_Base shit is done in DoPrepare instead of OnValidate
Include terrain in BaseEntity.IsVisible
Changed the way the crafting queue limit works (correctly handles half stacks in the queue etc)
Fixed mountable NRE when destroyed from moving into an invalid position
Added WaterCheck + WaterCheckGenerator
Added terrain margin meshes at the edge of the terrain mesh
Valid world bounds also check against terrain margin dimensions
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Don't strip child objects when tagged as "persist"
Fixed spinner wheel placement NRE (in editor?)
Combat log is delayed by 10 seconds (combatlogdelay convar)
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Fixed client / server time offset being wrong when the client has been running longer than the server (regression from 26545)
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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)
Crafting queue item drop radius tweaks
When reloading / firing crossbow, only show / hide the arrowhead game object instead of the entire rig
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Renamed UpdatePositionFromNetwork to SetNetworkPosition
Renamed UpdateRotationFromNetwork to SetNetworkRotation
Made PositionLerp more generic
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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)
Optimized sending of packets to players in a radius
No longer send entities that aren't in any network group to all connections (this should never happen)
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Merge from projectile_trajectory
Network++
Projectile trail renderer is invisible for the first 6 meters