5,912 Commits over 3,867 Days - 0.06cph!
Fixed AiManager and DynamicNavMesh serialization fuckups
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Removed unused "eac" convar
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Removed some debug logging again
EAC startup / initialize fix for Windows
EAC SDK update (outdated Linux 64bit)
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Properly added shuffleplayerseed so it doesn't disappear when running codegen
Catch persistence / lifestory deserialization errors + log path to file
No longer automatically call "backup" on server start by default (better for server providers, add +backup to your startup parameters if you want this)
Presumably fixed NRE in MaterialSwap (miner hat)
Fixed initial resource spawn distribution ignoring PrefabParameters.Count
Fixed another ArgumentNullException
Spawn handler ensures that entity distribution percentages are maintained (fix for stone ore scarcity)
Server "del" command also works in the editor on entities
Fixed ArgumentNullException when sleepers are killed
Network++
Subtracting EAC SDK update (crash)
Tweaked high external wall and gate deploy volumes to make it easier to close compound walls
Fixed water carving volumes not working with ocean plane (regression)
Merge from weekend_branch_4
Fixing compilation errors is fun when your editor isn't working
Merge from weekend_branch_3
EAC SDK update (Linux "sandbox not connected" fix)
Servers can call the sv console command on clients (mods)
Can send optional entity ID with Signage.ReceiveTexture (mods)
Fixed checksum being unset when world cache is disabled (editor)
Set ResearchResource reference to scrap on the static research tables (so you can place scrap into them + research)
Subtracting BoneFollower removal again because fuck me
Removed need to be wet when trying to drink from bodies of water (was only testing on server, clients had it commented out -> weird behaviour)
Removed weird duplicate raycasts from water drinking tests (now raycasting only in GetWaterDrinkingPoint)
Fixed lake topology settings
Fixed harbors spawning in lakes
Network++
Save++
Removed BoneFollower (client optimization), second attempt
Wooden ladders can be stacked to 5
Can repair damaged ladders
Can stack items that have condition if their condition is maxed out