10,479 Commits over 4,140 Days - 0.11cph!
No longer send entities that aren't in any network group to all connections (this should never happen)
Optimized sending of packets to players in a radius
Limit crafting queue length to 8
More sane upper limit for how many items to craft in a single crafting queue entry (limited to item stack size, 10 for unstackable items)
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Renamed UpdatePositionFromNetwork to SetNetworkPosition
Renamed UpdateRotationFromNetwork to SetNetworkRotation
Made PositionLerp more generic
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When reloading / firing crossbow, only show / hide the arrowhead game object instead of the entire rig
Crafting queue item drop radius tweaks
Removed ancient code to ignore multiple position ticks that were received in a single frame
Fixed server / client time offset corruption when receiving ancient entity ticks (e.g. when having both AI dormant + network caching enabled)
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Don't use triangular wall conditional model if there's a neighboring wall attached to the invisible side
Fixed server side stair collider rotation sometimes being incorrect after rotating
Better wall stacking prevention via new building proximity component (reduced false positives and false negatives)
Fixed client / server time offset being wrong when the client has been running longer than the server (regression from 26545)
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Workaround for using half height floors as shelves behind doors / wall frames
Removed leftover support sockets from roof
Merge from building_system_3.2
Combat log is delayed by 10 seconds (combatlogdelay convar)
Don't strip child objects when tagged as "persist"
Fixed spinner wheel placement NRE (in editor?)
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Added terrain margin meshes at the edge of the terrain mesh
Valid world bounds also check against terrain margin dimensions
Fixed possible monument prefab corruption when rebuilding manifest
Ignore nested entities (i.e. entities inside monument prefabs) when calling DoPrepare on prefabs
Added WaterCheck + WaterCheckGenerator
Fixed mountable NRE when destroyed from moving into an invalid position
Merge from compound_monument
Spawn underwater rock formations
Underwater vegetation tweaks
Changed the way the crafting queue limit works (correctly handles half stacks in the queue etc)