5,910 Commits over 3,867 Days - 0.06cph!
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)
Added murmur hash
Default seed and salt use murmur hash
Static decor placement is more mismatch resistant
Added a couple more deploy checks to the triangle foundation
Fixed warehouse monument collider having no valid physic material assigned
Procedural components can choose whether or not to run on the client / server
Removed a bunch of bushes from the server
Resource deposits use a salted server seed for unique deposit positions (server.salt convar)
Fixed being unable to build foundation steps going up from triangle foundations
Tool cupboard checks line of sight when attempting to authorize / clear
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)
Fixed napalm prefab error
Leave footprints even when crouching
Leave barefoot footprints when not wearing boots
Merge from shadow batching
Better building block rotation and upgrade error messages
Fixed door collider not being solid after placement
Campfire "prevent building" collider no longer reaches beneath the campfire
Fixed projectile seeding
Network++
Disabled voice limiter priority sorting (the priorities don't make a lot of sense at the moment, back to FIFO for now)
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
Triangle floor deploy volume tweak (now in line with triangle foundation)
Foundation step socket tweak for certain placement situations
Cherry picking
11432 to main
Don't fall back to concrete particles if no particles can be found
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
Changed BaseMelee distance check to entity API
Fixed in-editor resource gathering
Pumpjack and quarry batching
Refresh batched collider after building block rotation
Various building exploit fixes
Moved second cupboard collider to the prevent building layer, as is tradition