11,016 Commits over 4,109 Days - 0.11cph!
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
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