5,942 Commits over 4,018 Days - 0.06cph!
Fixed grass being invisible with certain shadow mode settings
Fixed IndexOutOfRangeException on Hapis Island
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Fixed NRE on static maps (Hapis, Savas, Craggy)
World initialization logging tweaks
Map files contain world size so custom maps can be any size
Preserve custom map file name when saving to disk
Fixed world cache cleanup for procedural maps
Force culture to invariant culture so console string parsing isn't fucked in some countries
Fixed internal custom map URL not being set from startup parameter on the server
Fixed custom map URL not being sent to client right
Fixed some URL escape issues
Fixed world name being wrong in server console on custom maps
Fixed demos not working on custom maps
Merge from monument_puzzles
Removed weird "more gibs" game objects from bear and stag ragdolls (warning spam)
Added custom / community map support via URL
Network++
Check SocketMod_AreaCheck in GroundWatch / DestroyOnGroundMissing so partially floating objects are also destroyed
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Potential fix for HttpImage crash in main menu
Fixed upgrade menu / highlight not working with lookatradius 0
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Reverting accidentally committed ProjectSettings
Moved Facepunch.System and Facepunch.Unity to asmdef
Added missing folder meta file of no relevance
Fixed interaction menu sort order (default interaction) on sleeping bags and doors
Fixed being unable to pick up collectables
Persistance++
Fixed another \ vs / issue on effect folders when building manifest on Windows
Strip AudioLowPassFilter component from server
Fixed \ vs / issue on effect folders when building manifest on Windows
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)