10,832 Commits over 3,867 Days - 0.12cph!
Wooden ladders can be stacked to 5
Can repair damaged ladders
Can stack items that have condition if their condition is maxed out
Fixed BaseNpc serialization mismatch in CLIENT / SERVER (also fixes compilation error)
Raw and spoiled meat no longer goes straight to belt when picked up
BaseNpc implements MaxVelocity
Can place large furnace under floor grills even after the floor grills have already been placed
Added barbed wire damage triggers to new high external gate
Updated deploy volumes / socket tests on high external walls
Barricade collider updates
Tweaked high external wall barbed wire damage volumes
Reverted barricade collider scale hack
Vector2i, Vector3i, Vector2b, Vector3b implement IEquatable
Temporarily subtracting BoneFollower changes
Only twig foundation and floor building blocks can bypass building privilege
Tweaked barricade placement sockets, prevent building volumes and damage volumes
Reduced barricade collision mesh scale (hack until the models are updated)
Changed Windows RAM usage API to be similar to resource monitor
Added RAM usage to perf text
Merge from weekend_branch_2
Fixed parenting on bradley and heli loot crate fireballs
Removed BoneFollower (eliminates client side GC + some processing overhead)
Eliminated GC allocs from SkinnedMultiMesh.UpdateLODGroup
Fixed UpdateRotationFromNetwork working with world rotation instead of local rotation
Added TerrainCollisionProxy (handles terrain carving for wheel colliders)
Toggling grass shadows force-refreshes grass meshes
Fixed IOnPostNetworkUpdate regression (torch randomly getting switched off)
Error message typo fix ("Trying to to child" -> "Trying to parent to child")
BasePlayer.MaxVelocity takes mount velocity into account
Eye verification distance checks take BasePlayer.MaxVelocity into account
Unified eye verification checks to eliminate duplicate code
Fixed thrown weapons and arrows disappearing on impact when hitting entities
Fixed checksum mismatch always clearing world cache on certain platforms
Removed temporary savegame fix for staging servers
Network++
Save entity position relative to parent entity
Fixed invisible locks on server restart
Entity parenting overhaul (this most likely breaks everything)
Fixed some problems when repeatedly connecting to the same server in one session
Reduced memory usage by freeing the world serialization cache after loading the map
Addedd watermap memory usage to world info text
EAC launcher fixes (needs x86 lib)
Switched EAC launcher to the new minimal official one (easier to debug for them, less fucking around for us)
Updated Facepunch.Unity (fixes manifest download sometimes silently failing)
Eliminated some tiny GC allocs from nested coroutines
When loading the map from cache, prefabs spawn async to avoid stalling the client for a long time
Cleaned up asset FileSystem_Warmup by removing unused code
Reverted Auth_Steam to version from main (just to be safe)
Improved EAC authentication workflow
Adjusted EAC auth to prevent timeouts
Pause EAC heartbeat when receiving data
Changed authtimeout default value to 60 seconds
Added playertimeout convar to adjust the "unresponsive" kick time