5,942 Commits over 4,018 Days - 0.06cph!
Removed upkeep cost from deployables again (accidental commit)
Reverted decay.tick default value to 10 minutes (accidental commit)
Upkeep is now paid for in the individual entity decay ticks (code simplification + cleanup)
Building blocks that are inside now decay at 10% of their normal decay rate (upkeep_inside_decay_scale convar)
Foundations now decay at the same rate as other building blocks when their upkeep is not paid
Eliminated server side GC allocs from upkeep system
Reapplied
24429 (TC no longer drops any loot when destroyed)
Optimized BuildingBlock.IsOutside
StackOverflowException fix for certain massive bases on certain hardware under certain circumstances
Only log "no building for tool cupboard" with developer >= 1
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Fixed upkeep resource numbers being shown incorrectly when reconnecting
Added persistance version
BP WHIP
Secondary cupboards decay if there is more than one cupboard on a building
Subtracting
24349 (deployable sounds)
Added BaseEntity.IsOlderThan
Added DecayEntity.GetBuilding
Can no longer stack wall frames with 0.5 vertical offset
Can no longer connect two buildings if both have a cupboard
Some more quarry / survey charge loot table updates
Removed survey charge from loot table
Merged in quarry fixes
Network++
Log error when baking terrain heightmap while the terrain is on the wrong layer
Fixed Barren startup error
Updated road physic material
Changed health of 1/3 wall to same as other walls
Added shell protection to 1/2 and 1/3 walls
Merge from building_system_3.1
Fixed DecalRecycle and EffectRecycleLite not implementing OnParentDestroying (lol)
When saving, catch any exceptions inside entity serialization so the save coroutine never crashes
Experiment: DontBecomeSolidWithPlayerInside no longer does anything
FIxed editor NRE in PrefabAttribute when modifying certain prefabs
AntiHack.Log only prints to server console on debuglevel 2 or higher
Forgotten UnityEngine.Profiling
World Serialization++
Network++