10,834 Commits over 3,867 Days - 0.12cph!
Always clamp FOV to a valid range
Enabled line of sight check on landmine
Landmine and timed explosives use entity center point as origin of damage sphere
Fixed regression that caused batched renderers to be invisible for a short time when a mesh is removed
Only follow male entity links for stability
Building stability is supported by both construction and stability sockets
Hybrid construction socket fixes
Player movement velocity clamping tweak
Disabled furnace / campfires on SavasIsland_koth (crash test)
Player movement controller clamps velocities from the physics system to a safe range
Fixed missing physic materials on driftwood
Shelves prevent building collider tweak
Floor and triangle floor sphere test tweaks
Removed pillar sockets from triangle foundations (centered pillar sockets would allow doorway griefing)
Added directional bias to billboard particle lighting (fixes particles being too bright around dawn and dusk)
Added murmur hash
Default seed and salt use murmur hash
Static decor placement is more mismatch resistant
Added a couple more deploy checks to the triangle foundation
Fixed warehouse monument collider having no valid physic material assigned
Procedural components can choose whether or not to run on the client / server
Removed a bunch of bushes from the server
Resource deposits use a salted server seed for unique deposit positions (server.salt convar)
Sockets can choose whether or not to be monogamous
Entity links are initialized in InitShared and linked in PostInitShared
Stability uses stability entity links for robustness and predictability
Entity links support bi-gender sockets
Added stability entity link and stability socket
Generic entity linking via sockets
Reject building block placement on occupied construction sockets
Fixed being unable to build foundation steps going up from triangle foundations
Tool cupboard checks line of sight when attempting to authorize / clear
Projectiles keep track of traveled distance and time
Added maxDistance to projectile (specifies max allowed distance to travel)
Refactored projectile lifetime death (using travel time)
Fixed napalm prefab error
Leave footprints even when crouching
Leave barefoot footprints when not wearing boots
Merge from shadow batching
Tweaked window frame cull distance
AssetPool names its instances after their type
Mesh batching min / max distance