10,528 Commits over 4,201 Days - 0.10cph!
    
    
    
        
            
            
            
                
                Re-added deployer for locks (until we have something better for them)
                
                
                
                
             
         
        
        
            
            
            
                
                Conditional models run on both client and server
                
                
                
                
             
         
        
            
            
            
                
                Building block prefab updates
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
                
                
                
                
             
         
        
            
            
            
                
                Fixed barricades culling too early
                
                
                
                
             
         
        
            
            
            
                
                Planner placement tweaks and fixes
                
                
                
                
             
         
        
            
            
            
                
                Allowed mesh.quality and tree.quality to be > 100
Made mesh and tree qualities > 100 push back the billboard / cull distance as well
                
                
                
                
             
         
        
            
            
            
                
                Wall frame inserts do the same construction layer check walls do
                
                
                
                
             
         
        
            
            
            
                
                Made pool.prefabs and pool.assets console commands take an optional filter argument
                
                
                
                
             
         
        
        
            
            
            
                
                Landmine max placement distance is 4 (same as other traps)
                
                
                
                
             
         
        
            
            
            
                
                Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
                
                
                
                
             
         
        
            
            
            
                
                Planner traces ignore triggers
Planner uses rust namespace defines instead of LayerMask.GetMask
                
                
                
                
             
         
        
            
            
            
                
                Added convars for all the different places pooling is used in
Disabled sound prefab pooling by default (all the others remain enabled)
                
                
                
                
             
         
        
            
            
            
                
                Client side tree meshes are now managed by the tree entity (fixes occasional invisible trees)
                
                
                
                
             
         
        
            
            
            
                
                Fixed invisible static bushes
                
                
                
                
             
         
        
            
            
            
                
                Fixed PrefabInstantiate culling itself in standalone builds (I think)
                
                
                
                
             
         
        
            
            
            
                
                Unfucked entity creation / destruction events
Made entity destruction a lot faster (or that's what the editor wants me to believe)
                
                
                
                
             
         
        
            
            
            
                
                Fixed corpse ragdolls snapping to world origin
                
                
                
                
             
         
        
            
            
            
                
                Deferred actions carry a priority value that determines when they'll be executed
                
                
                
                
             
         
        
            
            
            
                
                Client side entity game object destroys are load balanced when leaving a network group
                
                
                
                
             
         
        
            
            
            
                
                Dedicated server compile fix
                
                
                
                
             
         
        
            
            
            
                
                Only toggle batch children when required
                
                
                
                
             
         
        
            
            
            
                
                Fixed assert spam when leaving play mode in the editor
                
                
                
                
             
         
        
        
            
            
            
                
                Editor construction prefab preview
                
                
                
                
             
         
        
            
            
            
                
                Retired ConstructionCollision
                
                
                
                
             
         
        
            
            
            
                
                Server Cull / Client Cull game object tags work once again
                
                
                
                
             
         
        
            
            
            
                
                Building prefab updates (now using PreviewMesh for editor preview)
                
                
                
                
             
         
        
            
            
            
                
                Building skin updates (empty child object culling)
                
                
                
                
             
         
        
            
            
            
                
                External walls and window bars use SimpleBuildingBlock
                
                
                
                
             
         
        
            
            
            
                
                Wind generator uses SimpleBuildingBlock
                
                
                
                
             
         
        
            
            
            
                
                Building deployable updates (retired Construction Skin layer)
                
                
                
                
             
         
        
            
            
            
                
                Retired Construction Skin layer entirely
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from conditional_models_2
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed building skin / socket error when leaving network cell
                
                
                
                
             
         
        
            
            
            
                
                Removed deprecated ConstructionGrade collision override
                
                
                
                
             
         
        
            
            
            
                
                Experiment: Building blocks have placeholder geometry + collider until skin is initialized
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed potential exception in ColliderBatch / RendererBatch
                
                
                
                
             
         
        
            
            
            
                
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                Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
                
                
                
                
             
         
        
            
            
            
                
                Fixed being unable to repair external walls, metal embrasures and window bars
                
                
                
                
             
         
        
            
            
            
                
                Moved blood package to third party folder
                
                
                
                
             
         
        
            
            
            
                
                Added GameManager.Destroy (verifies entity state and logs error if it's corrupted)
Replaced a shitton of GameObject.Destroy and Object.Destroy calls with GameManager overloads
                
                
                
                
             
         
        
            
            
            
                
                Compile fix (CLIENT && !SERVER)