10,480 Commits over 4,171 Days - 0.10cph!
Can only place one tool cupboard per building
Added env.progresstime (pauses time of day progression when false)
Moved road_asphalt material
Switched road_asphalt material to alpha cutout
Removed wall sockets from foundation steps
Updated barricade prevent building volumes to be identical to their damage volumes
Additional deploy volumes on wall and floor pieces
Building privilege distance checks use exact distance from entity bounds
Import normals on half wall colliders
Subtracting
24259 (various regressions)
Fixed half height wall placeholder mesh
Fixed low (1/3) wall not checking prevent building volumes
Only spawn one of each type of quarry
Some building privilege changes
Improve road intersection blending
Improved the way overlapping building privileges are handled
Fixed half height walls providing better stability than full height walls
Fixed roofs having ridiculous stability
Added additional deploy volumes to floors
Added DeployVolumeEntityBoundsReverse (check deploy volumes of neigbouring entities against our bounds)
Fixed some wall stacking exploits
BuildingProximity checks building privilege on all blocks we're connecting to (in addition to distances to blocks we aren't connecting to)
Merge from building_system_3.1
Added shell protection to 1/2 and 1/3 walls
Changed health of 1/3 wall to same as other walls
Fixed Barren startup error
Updated road physic material
Log error when baking terrain heightmap while the terrain is on the wrong layer
Merged in quarry fixes
Network++
Removed survey charge from loot table
Some more quarry / survey charge loot table updates
Can no longer connect two buildings if both have a cupboard
Can no longer stack wall frames with 0.5 vertical offset
Added BaseEntity.IsOlderThan
Added DecayEntity.GetBuilding
Subtracting
24349 (deployable sounds)
Secondary cupboards decay if there is more than one cupboard on a building
Added persistance version
BP WHIP