11,009 Commits over 4,048 Days - 0.11cph!
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
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)