11,029 Commits over 4,140 Days - 0.11cph!
Removed some unsafe code (test)
Use managed code for monument and mountain terrain data transfer (test)
Added "spawn individuals" concept to spawn handler, for example for hero trees to always respawn in a particular spot
Added respawn_individuals convar (toggles automatic individual respawn)
Added fill_individuals console command (respawns all individuals)
Added MonumentIsland test scene
Fixed some spawn issues with the bandit town
Network++
Save++
Adjusted bandit town terrain anchors
Adjusted distance between medium sized monuments
Reapplied terrain anchor tweaks
Merge from bandit_town_tweaks
Unfucked ItemBasedFlowRestrictor parameter serialization
Print error message when trying and failing to move item
Include prevent movement layer in footstep raycast
Fixed palms not avoiding lakes
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Removed asset bundle splitting, see if that works
Include skins in main install
Fixed build server moving texture bundles to wrong folder when using -buildTo
Fixed exception on workshop skins that aren't installed at all and only exist in the cache
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Cherry picking audio fixes
Rebundling textures so future additions only require 1-2 bundles to be changed
Radtown loot prefabs respawn automatically if not spawned via spawn group (for custom maps)
Underwater crates sync position
Added prevent_building_cube and prevent_building_sphere prefabs (custom maps)
Fixed skins still downloading even if shipped with the game (regression from 28022)
Cherry picking all skin & bundle changes
Fixed skinned mesh renderer bounds not always refreshing when rendering icons (could lead to odd icon scales)
Rebuilt all skin icons
Eliminated GC from TOD image effects
inventory.give takes item condition as an optional third parameter
PrefabInfo is now called Poolable (separate commit to keep the file history intact)
Added PrefabPostProcess (runs after after components and children have been cleaned up)
New prefab pooling baseline