10,614 Commits over 4,413 Days - 0.10cph!
Merge from physics_updates
Fixed issue that prevented server savegames from loading in the editor
Fixed potential stability refresh close-to-infinite loop when loading old savegames
Merge from stability-serialization
Merge from prerelease
Network++
Manifest
Added floor frame shell protection
Balanced floor frame health (now identical to floors)
Fixed floor frame insert layers (collider has to be on construction layer)
Floor frame inserts can now be rotated by looking at different frame sides
Floor frames themselves can no longer be rotated
Fixed floor frame overlapping exploit
Roof and foundation conditional model scripts
Neighbour socket type and entity link
Updated building prefabs to the new conditional model system
Fixed initial conditional model state
Roof conditional model improvements and fixes
Roof conditional model adjustments
Fixed potential signage NRE when database was deleted
Vis.Colliders is allocation-free and supports collider subclasses as the generic type
Rock and metal foundation steps no longer remove foundation sides (since they're not solid beneath them)
Fixed entity vis query ignoring entities with triggers as colliders
Enabled prefab pool by default
...but only on 64bit OSes
Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
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Decay protection points use sockets (faster than physics query and actually reliable)
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."