5,949 Commits over 4,079 Days - 0.06cph!
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
Disabled furnace / campfires on SavasIsland_koth (crash test)
Player movement controller clamps velocities from the physics system to a safe range
Fixed missing physic materials on driftwood
Shelves prevent building collider tweak
Floor and triangle floor sphere test tweaks
Removed pillar sockets from triangle foundations (centered pillar sockets would allow doorway griefing)
Added directional bias to billboard particle lighting (fixes particles being too bright around dawn and dusk)