10,829 Commits over 3,867 Days - 0.12cph!
▍██▅▆ ▍▆▇_▊▌▋▄▊▇▋▋▆▌ ▇ ▇▅▍▄▄ ▌▉▍▄▋▉▇▉ ▅▍▅▅▉▍ ▇▅▉▄▉
▌▇▋▆██▉▇.▅▇▌▍▌▆▍▆▊▇ ▆ ▌▊ ▍▇▊█▍▉ ▉▊▇▌█▉ ▌▋▍▆-▆▊▍▉▍ ▆▌▋▍▍▍ ▍█▆▍▍▅▄▍▍▄ (▌▉▍▍▊▋▉▇.▇▍█▍▄▇▋▇▇▊ ▋ ▉▌▉▄)
▌▄█▉▇▅▉▊ ▉▍▄ ▄█▇▊▅▊ ▊▇▅█▄▋ ▉▋▉▅▌▉▋▇▇▌ ▅▊▍▄ ▆▌▋▉▋▋▄█ (▅█▌▆▆▆ / ▌▌▄▆▌▇ ▍▌▋▍▋▄)
▌▉▋_▆▆▊▊▄▇▋▊▉▊ ▆ ▊▅▉ ▅▆▉▇▉▉█ ▋▍▌ ▊▅▇▄▌▋▊▍ █▋▍▅▆▉▆▌▄▅ ▉▉▉ ▊▌▆_▊▊▅▋▇▄▆▉▇▌ ▍ ▍▄▊▌▌▍▇ ▆█▊ ▍▄▄▅▊█ ▆▆▇▆▄▇▄█▅▉ (▍▊██▇ ▋▇▊▆▌▇ ▇▊▉▆██▊▊▉▅ ▊▊▉▍▇▄▉ ▍▉ ▍▆ ▊▆▄▋ ▋▍▆▆▋, ▇▌ ▋▅▍▉ ▋▄ ▉▍█▌ ▉▇ ▆▍▌▉▄▋▌ ▋▊ ▍▅▊ ▇▉█▊ ██ █▌▌▌ ▌█▍ ▋▇█▇▊█▇▄ ▍▌▋▌▇▅▉▌▊▅)
▌▅▋▅█ ▊▌▊▅▋▉▋▅ / █▌▊▅▇▆▄ ▊▆▇ ▅█▆▇▉█ ▇▅▋▅▄▇▄ (▊▆▇▋▋▉▉▄ ▆█ █▆▍█▅▍▌, ▅█▊ ▌▉▋_▅▇▇▅▌▉▌▉▅▅ ▋ ▄▌ ▄█▇▄▊▆)
▇▌▄▍▄ ▌█▅ ▄▇▌▍▉▍ ▅▄▊▋▅▊█ (▍▅▌▇▊█▍▅ ▉▋ █▋▄▍▄▌▉, ▅▅▍ ▆▍▍_▊▉▅▅▌▇▄▉▅▍ ▆ ▇▋ ▆▊▇▇▉▍)
▋▍▍▇▊ ▅▄▊▊▆▊▉█.█▄▅█▌▄▉▄▆ ▊▋▄▊▍ ▄▇▅▊▊█▍▍▍, ▇▉▊█▊█▆▊ ▅▍ ▅▅ ▉▍▊ ▅▍ ▇▊ ▉▇▅▆▍▆ ▄▆▉▉▍▄█ █▄▌▍ ▆
▋▌▆▌▅▌▊▄ ▄█▅▅▄█▇▄▊▌▉ ▇▇▄▄█▍▅▌▄ ▉▆▌ ▅▄█ ▉▄▍ ▅▄▉▉▊
▋█▄▍▄ ▋▅▋▉▇▄▄▌▋ ▍█▄▍ ▉▍▅█▇▌▅ (▅▇ ▆▆▊▋ ▅▌▌▄▅▅▅)
▅▅▇▋▉▍▊▆█.▄▇▇▅▆▆▋▊▇▉ ▉▍▅▅ █▄ .█▉▊ ▍.▌
▆▍▊ ▆▄▉▆▋ ▌▆▌▍ ▋▇ ▉▊▌▇ ▄█▅▄▊ ▅▍▍█▊ ▅▍▉▇▄▇▇▅ ▍▅▄▋▍
Steamworks / Steamclient DLL updates
▇▄▉▇▅ █▌▉▆ ▌▄▉▅▋▇▍ ▌▆▉▊█▅▇ ▅▊▍▅▉▇█
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)
▍█▉█▆▉█▆ ▅▋▆▅▆▆▌ (▄▌▇▉▇▇▍▄▊▄▋▉▌█▄ ▋▍█ ▍▍█▍▄▇▉▉▇▌▉█▍ ▆▊▋ ▋▆█ █▅▆▍▇▌ █▉ ▄▉▋▅▍▆▋▆▆█▅▋▄▄▋▄▄▉▆, ▄█▌▅▋ ▌▇▉▆▋▄▄▅▊▋▉▄▉▋▊▆▅▄▇.▇▊████)
▌▌▅▍ ▇▌ ▉▆▍▍▋▉ ▌▆█▌▍▄█ ▉▄█▋▍▌█▌▊
▉▅█▊▇▅▇█ -▄▍▌▅▊▇▉ ▇▋▉▊▉▆▆▄▅ ▉▌▆▅ ▍▊▍ ▇▇█▉▍ ▉▋ ▋▅█_█▉▋▍▄▋▆▇▋▋▋▆▉.█▆▄ ▆▅▉▍▅ ██ ▄▉▌▅▌'▊ ▋▍▋█ ▄▋ ▊▇▆█ / ▄▄ ▌▅▍▅▄▌▄▆▌ ▆▊▆▆▇▄▅
▊▆▌ ▊▌▌ ▍▌▉█ ▍▉▋▊▌▆ ▅▋▍▌▅▆ (▋▌▉▊▌▇▅▉ █▆▌▍)
█▍▆▍▆▌▇▋ ▉ ▉▄▆▆█ ▆▆ ▋▋▋▋▄▆█▄▋█▍█ ▍▅█▅▉▋ █▍▇ ▋▍▍█▆▄▍ ▉▆▇▅▊▊▋▊▅█ ▉▅▉▅▅ ▋▍▍▌ █▄▍▊█▄▆▌▄▋▋▆ (▋▆███▅▋ ▋▆▇▌ ▍▅▅▆█▆ ▊▆ ▄▉█ ▊▌▊ ▊▌▅ ▇▌▋▌▇▅▌▍▄▊ ▊▉▅, ▅▊▄▆▍▉ ▆▋▌▉ █▉ ▋▋▇▉▉▌ ▌▇▊██ ▊▍ ▊▍▇▆█▊▍▊▌▇ ▌ ▉▊▋▄▉ ▇█ ▆▇▆▊▇█▇ █▌ ▋▆▉▋▆█ ▆▇▉▍██ ▍█▍▌ ██▄▍▄▌▌▆▄▅▆▊.▍▉▌▍▍▋▅█▇)
▋▆▍ ▄▅▄▇▆█▅ █▆ ▄▋▍▉▍▅▉ ▇▌ ▄▍▍▌▋▅▌█ (▌▅▋ ▍▉▆)
▆▍▆▌▋▅ ▍▋▇▌▊, █▇▆ ▆▍▉▉█▍▋ ▌▋▉▋▄▇▆▅▄▋ █▉▉▍▉▅▍▆▇ ▌ ▉▇▌ ▇█▍▄▊▇
▉▊▅▉█ ▋▌▊▍▋▊▅▅▋▄ ▉▊███▊ ▅▌▄▇ (▅▍▅ ▅▌▋█ ▄▊ ▇▆▅▅▆▅█ █▌▆▆▉▄ ▌▆▇▋)
▄▇█▇▍▌█▅▋█ ▍▇█ ▅▇▌▅▌▇▅▉▍▋▊▆▉▅█▌▄ ▇▆ ▊▉▄▅ ▇█▄ ▉▋▅ ▆▄▋▊▋▋ ▅▅▊█▍▋ ▅▄ ▊▋▅█▋▍▆▋▄ ▋▋▌▅▅▉▋ (▋▋▇▇▊▊▍▉▌ ▇▇ ▋█▍ ▇▌█▍ █▊▇▊▌▌ ▌▉▄▍ ▍▌▊▍▊▍▊ ▅▇▋█ ▄▋▉ ▊▇▉▉▇▅█▌█ ▅▊▍ ▇▅▍ ▉█▅▊, ▍▊▍▊█ ▅█ ▆▅▉▊ ▉█▌▌▄▉▆▇▆ ▌▉▄█ █▆▊ ▉▉▅▋▆▇█▋ ▌▊ ▊▄█ ▌▍▆ ▇▋▉)
▆▄▉▄█ ▇▅▌▋█▊▉▅▅█▍ ▊▍▋ ▇▆▍▄▍▇▌▆▍▇▌▇ ▋▊▌▄▉▍▉ ▋█ ▅█▊▇▆▅ (█▍▍▍▆▆▉█ ▇▆ ▄▊▊▉▅▅▉▌▄ ▌▌▇▅▌▍ ▅▆▇▅▌▇, ▋▊▆▇▆▍ █▊ ▄▅▅▉▋▉▇▌ ▅▇ ▍▌▋▆▇▆▅▋ ▅▍▅▄▅▆█)
█▍▋▄█▆▇▍ ▊▇▍▇ / ▄▌▉▊ ▆▅▇▍ ▇▍ █▌▄▆▅▌█▆▆▅ (▋▋ ▆▆▍▋▉ ▌▅█ ▄▅▊ ▆▍▄▍▅▇▄ ▄▉▇██▌, ▍▆▅█▉█▅ ▋▉ ▇▊▇▋ █ ▉█▋▌ ▍▆▆▋▆▅▌▇ ▌▆▅ ▆▇ ▋▋▄▌▆▋▋▍▊▄ ▌▊▉▇▊▇ ▍█▊▋█▉ ▆▊▅ ▍▍ ▉▆▊▍▊▇▍▌▉▋, ▊▇▊▄▍ ▆▅█▅ ▊▋ ▆▍-▍▋▉ ▉▍▅█ █▊▆ ▋▅▊▄▅▆▇▊█▄ ▉▆▅▍▊█ ▆▄▆▄▇▆▇)
▊▇▉▇▆ ▋▅ ▌▆▅█▆▇▅ ▇▆▅▌ ▇▄ ▉▅▇▆▉▄▅▉ █▆ ▍▋▆ ▌▊▊▄▆▇█▉█ █▅▊ ▉▊██
▆▇▌▊▋▍▌ ▇▅▍▆▆▅▌▊▉▍█▆▅_▅▄█▍▉.▊▍▅ ▅▆ ▌▍▌▋ ▇▌ ▅▇▇▅▄▄▄█▄█ ▋▌█▍ █▇▅▌▍▅ ▍▍▄▄▄▊ ▅▍▅▇ █▇█▋█▉ ▄▄▄▄▄. ▍▍▄ ▍▅▊▆▋█▌▍ ▌▆ ▍▅▆ ▇▅█▌▄▇▊ ▄▇▇▋ █▌▇▄▋▌▄ ▍▍▄▄▌▍▍▅▊▉██▆_▋▇▇▋▍.▊▅▄ ▊▆ ▄▉ ▋▍▋▍▅▋▆▄ ▅▄▅▆ ▆▆█ ▍▍▊ ▅▉▍▄▍▅█.
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
▄▋▅▇▌▅▅▆ ▋▉▉█▇▇▉▇▋ ▋▍▇▉▍█ ▅▍▄▄ ▊▇▍▅▉▌▆▉▄▍▉▊ ▇▋▋▋▊▅█▄█▍▉▉▋▌▍ ▆▄▆ ▄█▋▅▉▌▋▇▍▉▅▋▉ ▇▅▅▉▉▋▅ (▌▍▉▄▉▊▌▇█ ▋▍▍█▋▍▄▌▆▆▍▄ ▇▅▌▌▊█▅█ ▊▆▇█▍█▄▍▋▉)
▆▋▄█▍ ▄▊ ▄▅▄▊▄▋▌▇ ▊▋▊▉▉ ▌▄▅▅▉ ▄▊▉▉▉▊▇▆▄▉ (▉▊▊▄▌ ▄▋▊█▋█▅ █▊▍ ▍▍▆▆▄ ▅▉▍ ▍▍▇▅█▊▇▇ ▌▊▆▋ ▄▄▉▊▉▄▇▋▇, ▅▌ ▆▍▊ ▉▋▅▍▄▇▄▊ ▋▅█▌ ▇▄▄█▉ █▆▌▌ ▌▇▉▋)
Added additional info to combatlog (after info, so hopefully won't break too many parsers)
Merge from Desert_Military_bases
Merge from Desert_Military_bases
Prefab updates to prevent duplicate desert military base dwellings and to preserve base layout through server restart
Added option to SpawnGroup to prevent duplicates of the same prefab within that group
Added bounds scale multiplier to SpaceCheckingSpawnPoint