11,009 Commits over 4,048 Days - 0.11cph!
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
Better building block rotation and upgrade error messages
Fixed door collider not being solid after placement
Campfire "prevent building" collider no longer reaches beneath the campfire
Fixed projectile seeding
Network++
Disabled voice limiter priority sorting (the priorities don't make a lot of sense at the moment, back to FIFO for now)
Allow upgrade / rotation when inside the building deploy volume if the collider change shouldn't cause any trouble
More descriptive message when building upgrade / rotation is blocked
Triangle floor deploy volume tweak (now in line with triangle foundation)
Foundation step socket tweak for certain placement situations
Cherry picking
11432 to main
Roof socket / conditional model fixes
Made footstep sounds of the local player / other players more deterministic
Hooked up stab decals and effects
Hooked up footprint decals
Don't fall back to concrete particles if no particles can be found
Don't fall back to concrete decals if no decals can be found
Don't try to spawn effects if empty string / null is passed as the effect name
Changed BaseMelee distance check to entity API
Fixed in-editor resource gathering