5,970 Commits over 4,383 Days - 0.06cph!
Fixed SoundManager.PlayOneshot not calling Sound.Init
Sounds that are set to ignore voice limiting don't block the voice limiting queue
Made grass a bit more grounded
Less twist on forest grass
Fixed supply signal instantiating its effect incorrectly (now uses effect library)
Fixed parent destruction handling of smoke signal and smoke cover effects (now fade out smoothly)
Fixed incorrect smoke signal sound setup (now uses SoundPlayer)
Fixed sound class having serialized properties in #if CLIENT
Merge from building_colliders_2
Enabled server side collider batching by default
Fixed more damage trigger effect references
Fixed client not updating building block grade / protection properties post network update
Fixed client not updating building block grade / protection properties on initialize
Fixed external stone gate skin LOD references
Fixed external wood gate damage effect reference
Purged some more invalid effect GUIDs
ConstructionCollision touch
Updated triangle foundation sockets for the new colliders
Updated wall stability supports for the new colliders
Only update collider parameters in ConstructionCollision if changes have been detected
Fixed LightEx interfering with light fade in / fade out
Legacy LightEx version (backwards compatibility of existing prefabs)
OnValidate error if LightEx intensity modulation is used with LightLOD intensity fade
Minor stability tweaks and fixes
Fixed potential NREs in RPC_Server
Fixed campfire line of sight check
Added exclude filter to warmup
Enabled prefab preprocessing warmup by default
Tweaked corpse entity bounds
Tweaked entity visibility check
Cull twig wall shadow casting mesh when batched
Tweaked player corpse bounds
Moved second cupboard collider to the prevent building layer, as is tradition
Various building exploit fixes
Refresh batched collider after building block rotation
Pumpjack and quarry batching
Fixed in-editor resource gathering
Changed BaseMelee distance check to entity API
Don't fall back to concrete decals if no decals can be found
Don't try to spawn effects if empty string / null is passed as the effect name
Don't fall back to concrete particles if no particles can be found
Cherry picking
11432 to main