10,554 Commits over 4,324 Days - 0.10cph!
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Compile fix (removing unused "using")
Added tree.simplified_collider server convar to toggle simplified server side tree colliders
Fixed ElevatorStatic not checking if entities have been destroyed before adding them to floorPositions
Fixed some methods still being called on map entities that have been destroyed (GameObject.Destroy vs. FindObjectsOfType in the same frame)
Fixed SpawnMapEntities not being called at all when loading a save was attempted but the file did not exist (derp)
Fix for trying to call "Kill" on entities that haven't called "Spawn" (seems to have gotten lost in the last revert / restore / retry cycle)
Merge from map_entity_load_fix
Merge from pool_editor_safety (editor-only memory pool safety checks)
Merge from alternate_detection
Merge from metal_detector
MetalDetectorSource balance baseline
Trying a different approach
Added additional pool safety checks inside the editor (disabled in standalone)
Fixed duplicate network IDs on oilrig after server restart
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Various fixes and improvements:
- foundation & foundation.triangle floor creation gibs spawned the gibs of all conditional floors instead of just the chosen one
- wall.low & wall.half were having issues with the randomization of their variants
- upgrading a roof to frontier kicked the player out of the game (NRE)
- foundation walls now correctly randomize their variants (each side can have a different variant)