10,554 Commits over 4,324 Days - 0.10cph!
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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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)
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
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Fixed edge case blocking way too large of an area for other player missions when a player accepts a mission
Subtracting
65396 since it didn't do shit
Fixed IndexOutOfRangeException edge case (untested, for helk)
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Fixed WorldPositionGenerator NRE (introduced with the partial rewrite)
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WorldPositionGenerator partial rewrite (fixed incorrect position calculation + missing valid spawn positions under certain conditions)
Fixed BeachGen having invalid spawn filter ("TopologyAny" checks are not allowed to be empty, since that will always be false)
Fixed mission objectives sometimes spawning in invalid locations (completely ignoring SpawnFilter)
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