5,953 Commits over 4,171 Days - 0.06cph!
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
Foundation step socket tweak for certain placement situations
Triangle floor deploy volume tweak (now in line with triangle foundation)
Allow upgrade / rotation when inside the building deploy volume if the collider change shouldn't cause any trouble
More descriptive message when building upgrade / rotation is blocked
Disabled voice limiter priority sorting (the priorities don't make a lot of sense at the moment, back to FIFO for now)
Fixed projectile seeding
Network++
Campfire "prevent building" collider no longer reaches beneath the campfire
Fixed door collider not being solid after placement
Better building block rotation and upgrade error messages
Merge from shadow batching
Leave footprints even when crouching
Leave barefoot footprints when not wearing boots
Fixed napalm prefab error