5,949 Commits over 4,079 Days - 0.06cph!
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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)
Fixed NRE during loading screen when loading demos without the matching map file
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Fixed bottom underwater lab end caps facing the wrong way
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Buoyancy returns correct water depth underneath water carving volumes
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Subtracting
61639 (should've gone on a branch)
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
Re-enabling graphics jobs on macOS (done experimenting)
Disabling graphics jobs on macOS for better profiling
Fixed tree billboards always (often? sometimes?) being always visible on trees that spawn within network range until going back out / in network range
Better TreeManager (msg me when it comes to unfucking this upcoming merge conflict with HDRP backport, or just subtract this changeset)