10,832 Commits over 3,867 Days - 0.12cph!
Roofs now occupy the wall socket at their bottom end
Made ConstructionSocket.DoPlacement all nice
Eliminated the need for client side building socket colliders (better performance with building plan / deployable in hand)
Added Building.GetDominatingBuildingPrivilege
Adjusted building block order in the radial menu
Added half height walls (needs new models)
FIxed editor NRE in PrefabAttribute when modifying certain prefabs
Foundations can be attached to other foundations with a half height offset
Foundation and floor placement guides no longer jitter when attaching them to other foundations or floors
Additional building proximity checks
New building proximity checks to counteract wallstacking / honeycombing exploits
Sockets / constructions can check if they can connect to other sockets / constructions at a simulated position and rotation (before placement)
Eliminated ConstructionLink, NeighbourLink and StabilityLink special cases (now all using EntityLink)
Building ID save / load happens in DecayEntity instead of BuildingBlock
Building privilege is emitted by all building blocks that are connected to a tool cupboard
Only move building to new ID if it was split, not whenever block is removed
When placing block, refresh building ID only if connected blocks mismatch
AntiHack.Log only prints to server console on debuglevel 2 or higher
Forgotten UnityEngine.Profiling
Update building ID when buildings are merged / split
Added extended building API to BuildingManager
Added building ID to DecayEntity (for upkeep)
World Serialization++
Network++
Increased precentage of the map that belongs to tier 2 slightly
MonumentInfo.CheckPlacement fix when multiple tiers are selected
Lighthouses are actually set to tier 0
Harbors are actually set to tier 0 / 1
Reduced supermarket + gas station count
Reduced minimum distance between large monuments
Updated bounds on most monuments
Fixed startup NRE from disabling halloween content (subfolder issue)
Added inspector warnings when trying to add the runtime-only batching components to prefabs
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Added padding topology (edge of map)
Adjusted iceberg and icesheet spawn rules and prefabs
Fixed players sometimes spawning in harbors
Removed sand from arctic coastline
Adjusted offshore topology
Added icebergs & icesheets (test)
Merge from snow_biome_revamp
Adjusted biome distributions
Fixed that ice lake 3 was rarely spawning
Improved ice lake 3 terrain blending