10,828 Commits over 3,867 Days - 0.12cph!
Native collection allocation / free fixes (we were not cleaning things up correctly when leaving and re-joining a server)
Fixed issues with construction guides not preserving shadowCastingMode, receiveShadows and lightProbeUsage from their source (causing shadow proxies to render as duplicate guide meshes)
Removing unused / commented out code (InstancedEntityScheduler in DoGameSetup)
Fixed BuildingBlock.currentGrade early exit when null
Renmoving unused code (InstancedMeshTracker)
Merge from main/Attack Helicopter
Merge from global_networked_bases
Added maxpacketsize_globaltrees and maxpacketsize_globalentities convars so we can test larger chunk sizes
Renamed GlobalNetworkHandler.MaxPerPacket to maxEntitiesPerPacket and made it const
Comment fix
== vs >=
Fixed profiler sample mismatch in SendEntityDelete
Merge from elevator_io_display_fix
merge from transparent_footstep_fix
Merge from building_skin_tier_fix
Merge from sewer_branch_water_fix
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Fixed cullAllChildren not always culling all children (anything I say here will only make things worse)
Tiny optimization in PrefabPreProcess when cullAllChildren is true (not what it sounds like)
Fixed --instanced-rendering not enabling instanced rendering
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Fixed building tier disappearing from radial menu when valid building skin is set
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Can no longer deploy drone on tugboat
SocketMod_EntityCheck and SocketMod_EntityType have a default error message
Fixed clan table root bone reference being unassigned (StringPool warnings)
Fixed clan table jittery placement
Slightly better clan table deploy checks
Fixed clan table collider layer