5,972 Commits over 4,383 Days - 0.06cph!
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Subtracting SteamNetworking_MultiLane_3 while we're waiting for a hotfix for certain servers no longer showing up in the server browser
Updating steamclient libraries to latest
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Merge from LoadMapFile (editor only)
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Mac server build is no longer uploaded
Steam upload files for aux02 branch
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Reverting all the vehicle merges (let's test this on a branch first)
Fixed prefab preprocessing never running on entities that spawn as child entities / nested prefabs (this will need testing for vehicles after loading a save and for map entities after wiping a server)
Handle bones that don't exist on the server in BoneDictionary transform lookup
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Changed default entity penetration resistance to 100 (only applies to non-BaseCombatEntity-entities and BaseCombatEntitiy-entities without protection properties set)
Another attempt: Cull desert dwelling child entities from client (since they are spawned through entity networking) to fix entity ghosts
Forgot desert dwelling single C
Cull desert dwelling child entities from client (since they are spawned through entity networking) to fix entity ghosts
Added additional info to combatlog (after info, so hopefully won't break too many parsers)
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Fixed edge case blocking way too large of an area for other player missions when a player accepts a mission
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Fixed WorldPositionGenerator NRE (introduced with the partial rewrite)
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WorldPositionGenerator partial rewrite (fixed incorrect position calculation + missing valid spawn positions under certain conditions)
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Added World.LoadedFromSave boolean (can be checked in BaseEntity.Spawn and BaseEntity.Load to see if the current session was loaded from a save)