10,612 Commits over 4,413 Days - 0.10cph!
Toggling grass shadows force-refreshes grass meshes
Added TerrainCollisionProxy (handles terrain carving for wheel colliders)
Fixed UpdateRotationFromNetwork working with world rotation instead of local rotation
Eliminated GC allocs from SkinnedMultiMesh.UpdateLODGroup
Removed BoneFollower (eliminates client side GC + some processing overhead)
Fixed parenting on bradley and heli loot crate fireballs
Merge from weekend_branch_2
Added RAM usage to perf text
Changed Windows RAM usage API to be similar to resource monitor
Only twig foundation and floor building blocks can bypass building privilege
Tweaked barricade placement sockets, prevent building volumes and damage volumes
Reduced barricade collision mesh scale (hack until the models are updated)
Temporarily subtracting BoneFollower changes
Vector2i, Vector3i, Vector2b, Vector3b implement IEquatable
Reverted barricade collider scale hack
Tweaked high external wall barbed wire damage volumes
Barricade collider updates
Added barbed wire damage triggers to new high external gate
Updated deploy volumes / socket tests on high external walls
Can place large furnace under floor grills even after the floor grills have already been placed
BaseNpc implements MaxVelocity
Raw and spoiled meat no longer goes straight to belt when picked up
Fixed BaseNpc serialization mismatch in CLIENT / SERVER (also fixes compilation error)
Wooden ladders can be stacked to 5
Can repair damaged ladders
Can stack items that have condition if their condition is maxed out
Removed BoneFollower (client optimization), second attempt
Changed biome and splat terrain maps from AOS to SOA memory layout (far better compression)
Improved world serialization
Reduced resolution of some terrain maps
Fixed water drinking interaction sometimes not showing
Better terrain map index to coordinate conversion
Water map is stored as short instead of float
Increased resolution of some terrain maps
Water map bake encoding fix
Re-baked custom map water textures
Merge from snow_biome_revamp
Monument randomization script improvements and fixes
Added randomization scripts to ice lakes
Added ice lakes to map generation
Disabled compression on lake prefab scene terrain maps
Re-saved lake scenes / terrain assets
Rivers and roads check topologies in a radius when finding their paths
Barricade placement tweaks (concrete, stone and sandbag)