5,949 Commits over 4,079 Days - 0.06cph!
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
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Fixed thrown items sometimes being invisible until they hit something (projectile pooling bug)
Use world cache in the editor by default as well when running only the client
Fixed rare orphaned client side entities
Added additional info to entity console commands
Added entity.find_status console command
Fixed "Attempted to create Sound from null SoundDefinition" when picking up some items
Potential fix for rare issue that could cause dual wielding / player model corruption
Enabled pool.player_model by default again
Fixed super rare pooling NRE (maybe)
Properly clear prefab pool when disconnecting from server
Removed some (presumably unintentional) debug logs from auto turret