5,949 Commits over 4,079 Days - 0.06cph!
Save++ because Helk decided to commit all monuments
Network++
Added pool.debug to standalone builds (only works in development builds)
Fixed server use distance regressions
Disabled player model pooling by default
Network++
Enabled normal / tangent import on triangular wall conditional models (Windows missing shadow fix?)
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Extrapolation time on NPC entities is clamped to 0.1 seconds as well
Made PositionLerp more generic to eventually be usable in other projects
Extrapolation time on player entities is clamped to 0.1 seconds
Cherry picking corpse NRE fix from Helk's branch
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Terrain sockets no longer count as inside terrain if outside the terrain bounds
Consider entities out of bounds if they're lower than terrain zero level
Added warning when skin download fails to start (separate from timing out)
Renamed some profiler samples because Unity
Disabled sync position on boat storage and fuel (should automatically inherit group from parent, no need to sync explicitly)
Fixed server lag corrupting lerp timestamps, sometimes permanently
Fixed repair bench skin icons not refreshing until clicked
Call ItemManager.InvalidateWorkshopSkinCache when new item definitions have been received
Optimized PositionLerp.SnapTo / SnapToEnd
Fixed ore bonus have sync position flag set
Changed lerp.debug to false by default
Fixed lerp timestamp sometimes being incorrect when enabling lerp
Fixed lerp server timestamp correction sometimes getting corrupt
Added lerp.debug convar
Fixed animals turning like Slowpoke (lerp regression)
Server player loot distance and client interaction distance are closer together
Send network update when healing entities using upkeep
Fixed server save timings ignoring the majority of the stall time
Stripped server schema refresh (fixes server stall every 30 minutes)
Added server timestamp correction to network interpolation
Network++
Print full exception when "error loading save" happens
Fixed player view direction going fubar with extrapolation (still some problems, should probably be disabled altogether for players due to delta updates)
Network extrapolation also uses slerp instead of lerp for rotations
Fixed that network interpolation velocity smoothing wasn't working correctly
Interpolate rotations with slerp instead of lerp
Fixed vis.lerp ghosting (and some ddraw ghosting in general)
Don't spawn bradley while still loading
Imposter is IClientComponent