10,832 Commits over 3,867 Days - 0.12cph!
Fixed potential NRE in BaseEntity OnValidate
Added stability.verbose convar (default off)
Stability floating point inaccuracy fix
Wall sideways stability socket tweak
Stability refresh of connected building blocks notifies along both male and female links
Fixed grass removal exploit
Fixed PrefabAttribute sometimes returning true when comparing two instances that aren't equal
Subtracting building_system_2.1
Merge from building_system_2.1
Fixed external walls collapsing
Subtracting building_system_2
Merge from building_system_2
Stability warmup adjustments
Socket stability factor balancing to keep buildings in existing saves stable
Foundation step prefab dummy sockets
Entity neighbour linking is load balanced on the client
Doorway and window deployables are easier to rotate when placing them
maxthreads convar defaults to 8
SocketHandle for window bars, embrasures and shutters
Window bar sockets also work like doorway sockets rotation wise (since the armored window has two different looking sides)
Window shutter sockets work like doorway sockets (placement rotation)
Shutter, embrasure and window bar prefab updates for the new socket features
Door prefab updates for the new stability backend
Cherry picking Vince's door material fix
Ramp construction socket (used for roof)
Added maxthreads convar (number of threads to use for the procedural world generation, defaults to processor thread count)
No more StabilityPinPoint
Building prefab updates to the new stability + construction socket backend
Always clamp FOV to a valid range