5,970 Commits over 4,383 Days - 0.06cph!
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
Projectiles keep track of traveled distance and time
Added maxDistance to projectile (specifies max allowed distance to travel)
Refactored projectile lifetime death (using travel time)
Tool cupboard checks line of sight when attempting to authorize / clear
Fixed being unable to build foundation steps going up from triangle foundations
Resource deposits use a salted server seed for unique deposit positions (server.salt convar)
Procedural components can choose whether or not to run on the client / server
Removed a bunch of bushes from the server
Fixed warehouse monument collider having no valid physic material assigned
Added a couple more deploy checks to the triangle foundation
Static decor placement is more mismatch resistant
Added murmur hash
Default seed and salt use murmur hash
Added directional bias to billboard particle lighting (fixes particles being too bright around dawn and dusk)
Removed pillar sockets from triangle foundations (centered pillar sockets would allow doorway griefing)
Floor and triangle floor sphere test tweaks
Shelves prevent building collider tweak
Fixed missing physic materials on driftwood
Player movement controller clamps velocities from the physics system to a safe range
Disabled furnace / campfires on SavasIsland_koth (crash test)
Player movement velocity clamping tweak
Fixed regression that caused batched renderers to be invisible for a short time when a mesh is removed
Enabled line of sight check on landmine
Landmine and timed explosives use entity center point as origin of damage sphere
Always clamp FOV to a valid range
Added maxthreads convar (number of threads to use for the procedural world generation, defaults to processor thread count)
Cherry picking Vince's door material fix
maxthreads convar defaults to 8
Merge from building_system_2
Subtracting building_system_2
Merge from building_system_2.1