10,832 Commits over 3,867 Days - 0.12cph!
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Changed demo.splitmegabytes default value to 200 (from 100)
Prioritize terrain texture adjustments from larger roads over those from smaller roads or trails
Fixed trails being too thin and jagged on sand (looks bad)
Disabled mip maps on terrain normal map to preserve detail (test)
Disabled mip maps on terrain splat maps so they look less awful in the distance and on low graphics qualities
Added trail connection points to various small monuments that didn't have proper road connection points before
Added trail road type, generated after both ring road and side roads have been created
Better mainland topology generation (fixes some things that looked like islands being considered mainland)
Keep at least 50m distance to any monuments when selecting a beach spawn point
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▄█▆▅▅▋▌ ▌▊▉▆▋ ▇█▋▋▊▆▇▉▊▋ ▉▉▅▅ ▍▇▊▍ / ▆▌▌▆▉▊▌██▌
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Updating Facepunch.Steamworks
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Roof left and right side trim conditional models are applied to both client and server (for the collider, fixes fly hack false positives)
Do entity order validate before calling CreateOrUpdateEntity so the counter isn't corrupted if CreateOrUpdateEntity throws an exception
Include additional info in disconnect message when entity order validate fails
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Subtracting
53468 (ProjectilesThroughVehicles) and
53754 (wounded player collider adjustment) since they're causing regressions
Fixing edge case where fishing village would still spawn right next to large cliff
Junkyard is allowed to spawn in tier 0
Painted missing "monument" topology in fishing village prefab scenes (causing many issues, for example ice sheets spawning inside the monument)
Reverted monument transfer mask settings (determines what layers should be copied from the prefab scene into the world, not a spawn filter)
Disabled placement next to large cliffs on fishing villages and harbors
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