10,834 Commits over 3,867 Days - 0.12cph!
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Steamworks / Steamclient DLL updates
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Reapplying all the vehicles merges (so they can be tested in local builds)
Reverting all the vehicle merges (let's test this on a branch first)
Fixed prefab preprocessing never running on entities that spawn as child entities / nested prefabs (this will need testing for vehicles after loading a save and for map entities after wiping a server)
Handle bones that don't exist on the server in BoneDictionary transform lookup
Added model component to MLRS
Timed explosive / thrown weapon bone attachment not prefers the bone that belongs to the collider that was hit (rather than using the closest one in world space)
▍█▉█▆▉█▆ ▅▋▆▅▆▆▌ (▄▌▇▉▇▇▍▄▊▄▋▉▌█▄ ▋▍█ ▍▍█▍▄▇▉▉▇▌▉█▍ ▆▊▋ ▋▆█ █▅▆▍▇▌ █▉ ▄▉▋▅▍▆▋▆▆█▅▋▄▄▋▄▄▉▆, ▄█▌▅▋ ▌▇▉▆▋▄▄▅▊▋▉▄▉▋▊▆▅▄▇.▇▊████)
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█▍▋▄█▆▇▍ ▊▇▍▇ / ▄▌▉▊ ▆▅▇▍ ▇▍ █▌▄▆▅▌█▆▆▅ (▋▋ ▆▆▍▋▉ ▌▅█ ▄▅▊ ▆▍▄▍▅▇▄ ▄▉▇██▌, ▍▆▅█▉█▅ ▋▉ ▇▊▇▋ █ ▉█▋▌ ▍▆▆▋▆▅▌▇ ▌▆▅ ▆▇ ▋▋▄▌▆▋▋▍▊▄ ▌▊▉▇▊▇ ▍█▊▋█▉ ▆▊▅ ▍▍ ▉▆▊▍▊▇▍▌▉▋, ▊▇▊▄▍ ▆▅█▅ ▊▋ ▆▍-▍▋▉ ▉▍▅█ █▊▆ ▋▅▊▄▅▆▇▊█▄ ▉▆▅▍▊█ ▆▄▆▄▇▆▇)
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Changed default entity penetration resistance to 100 (only applies to non-BaseCombatEntity-entities and BaseCombatEntitiy-entities without protection properties set)
Another attempt: Cull desert dwelling child entities from client (since they are spawned through entity networking) to fix entity ghosts
Forgot desert dwelling single C
Cull desert dwelling child entities from client (since they are spawned through entity networking) to fix entity ghosts
▄▋▅▇▌▅▅▆ ▋▉▉█▇▇▉▇▋ ▋▍▇▉▍█ ▅▍▄▄ ▊▇▍▅▉▌▆▉▄▍▉▊ ▇▋▋▋▊▅█▄█▍▉▉▋▌▍ ▆▄▆ ▄█▋▅▉▌▋▇▍▉▅▋▉ ▇▅▅▉▉▋▅ (▌▍▉▄▉▊▌▇█ ▋▍▍█▋▍▄▌▆▆▍▄ ▇▅▌▌▊█▅█ ▊▆▇█▍█▄▍▋▉)
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Added additional info to combatlog (after info, so hopefully won't break too many parsers)