5,928 Commits over 3,959 Days - 0.06cph!
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
Load ambient sounds in background (fixes 20ms+ spikes)
Don't add road and river mesh filters and renderers on the server
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Decay is entity component (fixes decay reset)
In the editor, compare entity networking IDs instead of references in BaseEntity.IsVisible
Added prefab warmup (off by default)
Fixed bed placement on foundations