11,009 Commits over 4,048 Days - 0.11cph!
Pumpjack and quarry batching
Refresh batched collider after building block rotation
Various building exploit fixes
Moved second cupboard collider to the prevent building layer, as is tradition
Tweaked player corpse bounds
Cull twig wall shadow casting mesh when batched
Tweaked entity visibility check
Tweaked corpse entity bounds
Enabled prefab preprocessing warmup by default
Added exclude filter to warmup
Fixed campfire line of sight check
Fixed potential NREs in RPC_Server
Minor stability tweaks and fixes
OnValidate error if LightEx intensity modulation is used with LightLOD intensity fade
Legacy LightEx version (backwards compatibility of existing prefabs)
Fixed LightEx interfering with light fade in / fade out
Only update collider parameters in ConstructionCollision if changes have been detected
Updated wall stability supports for the new colliders
Updated triangle foundation sockets for the new colliders
ConstructionCollision touch
Purged some more invalid effect GUIDs
Fixed external stone gate skin LOD references
Fixed external wood gate damage effect reference
Fixed client not updating building block grade / protection properties on initialize
Fixed client not updating building block grade / protection properties post network update
Fixed more damage trigger effect references
Enabled server side collider batching by default
Merge from building_colliders_2
Fixes for nested deploy volumes
More accurate deploy volumes for triangle foundations, triangle floors and foundation steps
Fixed sound class having serialized properties in #if CLIENT
Fixed supply signal instantiating its effect incorrectly (now uses effect library)
Fixed parent destruction handling of smoke signal and smoke cover effects (now fade out smoothly)
Fixed incorrect smoke signal sound setup (now uses SoundPlayer)
Less twist on forest grass
Made grass a bit more grounded
Sounds that are set to ignore voice limiting don't block the voice limiting queue
Fixed SoundManager.PlayOneshot not calling Sound.Init
Fixed lantern having a sound template clone stored in its prefab
Fixed lantern spawning in the switched on state
Retired sound player chance