5,912 Commits over 3,867 Days - 0.06cph!
Fixed grounded building blocks (like foundations) not sending a stability refresh to connected building blocks on placement
Added audio.ambience convar (sorry, disabled by default because it spams memory allocations)
Don't open connection until after collider batching, stability init and save cache creation are done
Don't try to send network updates while loading
No need to recheck self after updating the cached stability value (tiny optimization)
Stability warmup queue processing tweak
Clear stability queue when launching with queuewarmup disabled
Added stability.queuewarmup convar
ProjectVersion.txt (we're still on p2)
Load all ambient sounds in background, see if that works
Subtracting ambience2 (asset warmup perf test)
Load balancer runs in LateUpdate such that actions from the same frame are processed immediately if possible
Stability check always attempts at least 10 times before timing out
Savegame loading status message formatting
Stability warmup performance test
Stability warmup messages formatting
Added stability.passes convar
Manifest (ambience changes)
Fixed potential NRE in Planner.Server DoBuild
Fixed potential NRE in Construction.Placement
Stability neighbour notify only sends along female links
Fixed potential NRE in BaseEntity OnValidate
Added stability.verbose convar (default off)
Stability floating point inaccuracy fix
Wall sideways stability socket tweak
Stability refresh of connected building blocks notifies along both male and female links
Fixed grass removal exploit
Fixed PrefabAttribute sometimes returning true when comparing two instances that aren't equal
Subtracting building_system_2.1
Merge from building_system_2.1
Subtracting building_system_2
Merge from building_system_2
maxthreads convar defaults to 8
Cherry picking Vince's door material fix
Added maxthreads convar (number of threads to use for the procedural world generation, defaults to processor thread count)
Always clamp FOV to a valid range
Enabled line of sight check on landmine
Landmine and timed explosives use entity center point as origin of damage sphere
Fixed regression that caused batched renderers to be invisible for a short time when a mesh is removed
Player movement velocity clamping tweak