10,832 Commits over 3,867 Days - 0.12cph!
Replaced PlayerLoot.IsVisible with the entity visibility checks
Entity world space bounds are correct for parented entities
Entity GetEstimatedWorldPosition supports nesting
Added GetEstimatedWorldRotation for parented entities
Fixed client / server entities fighting when placing constructions in the editor
Entity max distance conditional uses the distance to the entity bounds instead of its origin
Building blocks use more accurate colliders
Fixed stair rotation exploit
Fixed cupboard entity bounds
Removed MeshFilter component from cupboard trigger
Automatic entity bounds calculation (when no bounds have been set up) ignores triggers
Added DDraw shader to "always include" list
Fixed "Look rotation viewing vector is zero" logs
Removed EntityComponent.Awake since it's redundant
All prefabs start disabled
Load ambient sounds in background (fixes 20ms+ spikes)
Don't add road and river mesh filters and renderers on the server
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Decay is entity component (fixes decay reset)
In the editor, compare entity networking IDs instead of references in BaseEntity.IsVisible
Added prefab warmup (off by default)
Fixed bed placement on foundations
Fixed sleeping bag placement on foundations
Fixed IndexOutOfBounds exception in SoundModulation
Fixed sounds not destroying
Don't update console text if it's invisible (avoids performance bottlenecks when spamming errors)
Fixed console not receiving messages that have been logged before it has been opened for the first time
Don't bitch about objects leaving their LOD cell, instead try to deal with it as good as possible
Subtracted redundant changeset
11095
Fixed NRE in ConstructionCollision
Fixed stability issues when using collider batching or any other non-convex collider on building blocks
Toggle building collider after setting its mesh (to refresh it in the physics system)
Cache building collider bounds (in case the collider is disabled)
Added batching.colliders server convar
Temp fix for SoundPlayer error
On server start, first load the save, then batch colliders and then run stability (with physics frames inbetween)
Fixed arrow world model LODs
Fixed arrows being almost impossible to fire through window bars
Adjusted terrain alpha cutoff range
Re-saving all custom map scenes (GameObjectRef serialization)
Converted DecalRotate and DecalScale to prefab attributes
Fixed scale divergence on recycled decals
Better error message when trying to remove LOD components from cells they don't belong to
EntityCollisionMessage correctly handles batched colliders
CurrentVersion no longer cares about patch releases (unless specifically specified)
Util scripts folder cleanup
Added AssetPool (optimized specifically for Unity assets)
Converted mesh pooling to AssetPool
Added pool.assets console command