10,480 Commits over 4,171 Days - 0.10cph!
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Added inspector warnings when trying to add the runtime-only batching components to prefabs
Fixed startup NRE from disabling halloween content (subfolder issue)
Lighthouses are actually set to tier 0
Harbors are actually set to tier 0 / 1
Reduced supermarket + gas station count
Reduced minimum distance between large monuments
Updated bounds on most monuments
MonumentInfo.CheckPlacement fix when multiple tiers are selected
Increased precentage of the map that belongs to tier 2 slightly
World Serialization++
Network++
Update building ID when buildings are merged / split
Added extended building API to BuildingManager
Added building ID to DecayEntity (for upkeep)
Forgotten UnityEngine.Profiling
AntiHack.Log only prints to server console on debuglevel 2 or higher
Only move building to new ID if it was split, not whenever block is removed
When placing block, refresh building ID only if connected blocks mismatch
Building privilege is emitted by all building blocks that are connected to a tool cupboard
Building ID save / load happens in DecayEntity instead of BuildingBlock
Sockets / constructions can check if they can connect to other sockets / constructions at a simulated position and rotation (before placement)
Eliminated ConstructionLink, NeighbourLink and StabilityLink special cases (now all using EntityLink)
New building proximity checks to counteract wallstacking / honeycombing exploits
Additional building proximity checks
Foundations can be attached to other foundations with a half height offset
Foundation and floor placement guides no longer jitter when attaching them to other foundations or floors
FIxed editor NRE in PrefabAttribute when modifying certain prefabs
Added half height walls (needs new models)
Adjusted building block order in the radial menu
Added Building.GetDominatingBuildingPrivilege
Eliminated the need for client side building socket colliders (better performance with building plan / deployable in hand)
Roofs now occupy the wall socket at their bottom end
Made ConstructionSocket.DoPlacement all nice
Fixed proximity issue on foundations with walls
Removed construct vision trigger (no longer required)
Removed socket handle components (no longer required)
New entity socket finder checks all player building layers + the crater layer