5,942 Commits over 4,018 Days - 0.06cph!
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
Fixed BaseNpc serialization mismatch in CLIENT / SERVER (also fixes compilation error)
Raw and spoiled meat no longer goes straight to belt when picked up
BaseNpc implements MaxVelocity
Can place large furnace under floor grills even after the floor grills have already been placed
Added barbed wire damage triggers to new high external gate
Updated deploy volumes / socket tests on high external walls
Barricade collider updates
Tweaked high external wall barbed wire damage volumes
Reverted barricade collider scale hack
Vector2i, Vector3i, Vector2b, Vector3b implement IEquatable
Temporarily subtracting BoneFollower changes
Only twig foundation and floor building blocks can bypass building privilege
Tweaked barricade placement sockets, prevent building volumes and damage volumes
Reduced barricade collision mesh scale (hack until the models are updated)
Changed Windows RAM usage API to be similar to resource monitor
Added RAM usage to perf text
Merge from weekend_branch_2
Fixed parenting on bradley and heli loot crate fireballs
Toggling grass shadows force-refreshes grass meshes