5,942 Commits over 4,018 Days - 0.06cph!
Only update collider parameters in ConstructionCollision if changes have been detected
Updated wall stability supports for the new colliders
Updated triangle foundation sockets for the new colliders
ConstructionCollision touch
Purged some more invalid effect GUIDs
Fixed external stone gate skin LOD references
Fixed external wood gate damage effect reference
Fixed client not updating building block grade / protection properties on initialize
Fixed client not updating building block grade / protection properties post network update
Fixed more damage trigger effect references
Enabled server side collider batching by default
Merge from building_colliders_2
Fixed sound class having serialized properties in #if CLIENT
Fixed supply signal instantiating its effect incorrectly (now uses effect library)
Fixed parent destruction handling of smoke signal and smoke cover effects (now fade out smoothly)
Fixed incorrect smoke signal sound setup (now uses SoundPlayer)
Less twist on forest grass
Made grass a bit more grounded
Sounds that are set to ignore voice limiting don't block the voice limiting queue
Fixed SoundManager.PlayOneshot not calling Sound.Init
Fixed lantern having a sound template clone stored in its prefab
Fixed lantern spawning in the switched on state
Retired sound player chance
Added diagnostics to SpawnHandler report, fixed NRE
Made barricade placement on terrain a bit more forgiving
Removed SoundPlayer OnDisable hack (no longer needed, now handled by OnParentDestroying)
Fixed SoundVoiceLimiter keeping references to sounds that have already been pooled / retired
SoundVoiceLimiter removes sounds ordered by their remaining play time
Fixed barricade damage trigger effects
Added test radiation zone to CraggyIsland
Fixed RadiationOverlay never stopping its last sound
All socket mods include their name in the fail message
Fixed mining quarry / pump jack sounds not turning off properly
Fixed mining quarry / pump jack pitch modifier not being applied when switching on / off
Fixed loading screen music cutting out mid-load
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Hardcoded material keywords where required (revert this when Unity fix their shit)
Merged the two sky prefabs
Removed shader keyword hack (see next commit)
Unfucked sound template recycling
Reapplied delayed stability refresh after load
Fixed infinite loop in RainSurfaceAmbience
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Don't allocate cells / batches if collider batching is disabled
Timings on server startup align a bit more nicely
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Fixed cupboard entity bounds
Removed MeshFilter component from cupboard trigger
Automatic entity bounds calculation (when no bounds have been set up) ignores triggers
Added DDraw shader to "always include" list
Fixed "Look rotation viewing vector is zero" logs
Removed EntityComponent.Awake since it's redundant
All prefabs start disabled