10,832 Commits over 3,867 Days - 0.12cph!
Road and powerline tweaks
PathFinder still prioritizes direct neighbors over diagonal neighbors when diagonals are allowed
PathFinder.Point implements IEquatable
Preliminary road / power connection points for all monuments
Monument placement optimizations
Updated powerline layout to same algorithm roads are using
Added gizmos to TerrainPathConnect
Tweaked world tier distribution (slightly smaller, more concentrated tier 2)
Tweaked biome distribution (slightly less arctic, slightly more arid)
Roads no longer sometimes go through water
Fixed "user-provided triangle mesh descriptor is invalid" error on some road meshes
More work on the road network generation in preparation of monument in / out points
Fixed roads / powerlines getting interrupted by rivers
Don't let OutputHandler.OnMessage throw exceptions
Updated plugins with new Unity libraries
Added UnityPackageManager to ignore.conf
FIxed NRE on decay entities without decay component
When placing monuments, don't accept the first placement that works but instead try multiple layouts and pick the best one
Tweaked wall secondary stability socket volumes
Added neighbour socket to low (1/3) walls
Prevent half height offset wall stacking
Adjusted neighbour sockets for roof side conditional models to properly work with half height walls
Added one missing half wall deploy volume
Fixed DecalRecycle and EffectRecycleLite not implementing OnParentDestroying (lol)
Updated conditional model test of the bottom roof piece
When saving, catch any exceptions inside entity serialization so the save coroutine never crashes
Experiment: DontBecomeSolidWithPlayerInside no longer does anything
Removed occluder meshes from half wall building block (no longer required, don't cherry pick this)
Removed occluder meshes from building blocks (no longer required, cherry pick this)
Removed BuildPrivilegeTrigger from cupboard (no longer required)
Removed some super old obsolete "WorldItem_" components (all unused)
Removed PlaceSourceObjects procedural component (obsolete for a long time)
New entity socket finder checks all player building layers + the crater layer
Removed socket handle components (no longer required)
Removed construct vision trigger (no longer required)
Fixed proximity issue on foundations with walls