10,834 Commits over 3,867 Days - 0.12cph!
ParticleSystemIK 2019.3 fixes
▊▆▍▍▇▋▇ ▄▊▅▄▄▍▉▆▇▍ ▇▌▊▍▉▊▍▅ ▄█▊█▇▆▍ █▇▉
▌▍▊▇▋▅▌█▇▇▊▍▇▌.▍█▅▌▆▌▅▅▊ ▇▇▅▋ ▄▅▌██▋▍.▍▅▍▄▇█▅█▇▊▇▌▅▇▌▍▌█
▇▊▍▅▆▆█▍▆▄ ▌▆▊▇▆▌▋▅ ▆█▄▌█▍▆ █▍█
▄▄▊▉▌▋ ▄▌▋▊▄ ▌█ ▄▌▇▋▋▌▋█ ▍█▌▄▋▉▄ ▉▇▊▍█▉▇▊▅ ▆▄▄▅ / ▌▍▅▉ █▋▅▉▆ ▇▉▉▌▊▅ ▊▌▉▅▅▄ ▇▇▍▄▇▌▊▆
▄▉▆▅ ▍▄▅ ▌ █▌▉ ▆▄▄ █▅▌▉▌▄▅█▅ ▅▌█▌ ▋▄▋ ▌█▊ ▉▊▉▉▌▋▍▊▆▌ ▍█▊▄▅▇▍
ProjectVersion.txt restore (seemingly accidentally committed in last phrases commit)
▅▅▋▍▅ ▍█▇▊▇▉▉ ▋▆▍ ▋▉ ▆█▆▅▋▉▌▇▌ ▍█▌▊ ▇▉▊▅█▌ ▄▊▅█▅▄ ▆▆▉█▍▌▌▍ (█▍▆█ ▆█▉▌▉▇ ▍▍█ ▍▍▄▍ ▊▋▅ ▊▍▄▍▄▄▉ ▇▆▍▌▄ ▉▍ ▆█▇▆▍▄▇ ▆▅▌█▅▊▇)
█▅▍▊▌ ▆▆▇█▋ █▄▇▉▅▉▆ ▅▉▄ ▊█▌▍ ▄▍ ▋██▆▋▉▍ ▇▉▇▍ █▇▅▄ ▊▋█ ▊▉█▇▉██▉█ ▉▇ ▍▇▍ ▊▌█▋▌▅ (▄▍▄▄▍▋ ▉▌▋▇ ▍▄▊█▇▉▉▇▌ ▄▌ ▆▄█▍▉▄ ▍▌█▊)
Subtracting bundle shit because it's causing some problems and isn't important for the update
Always log how much time it took to collect navmesh sources
Made navmesh bake at server startup ~4x faster
Fixed infinite wait when ai.move is false and nav_wait is true
▊▄▋▇▋ ▅▆▋▇█▄▇ ▅█▉▅▍▇▄▆▇ ▄▄█▍▅ ▉▋▇▄▇▌▄▉▄ ▇▊▇▋▉▌▍▊▄▅ ▄▄▍▉█▄▋
▆▉▉▆▄▉▊ ▋▊▄▇▆█▌ ▅▊▋▆▌ (▅▌ ▆█▌▄▍▇ ▋▅▇▋, ▉▇▍ ▉▅ ▄█▉▇▋▆)
▋▆▌▄▉▊▅ ▆█▊▊█▋▆ █▄▇▊▌▌ ▋▍▆▉▍▇ █▅▌▉▇
▊▊█▊▊▍▆ ▅▆▌▅▌█ ▆▄▌▉█▋ ▄██▍▌
Added TerrainMeta.RandomPointOffshore
Fixed cargo ship sometimes spawning out of world bounds and immediately killing its scientists
Default world size is now 4250 (from 4000) to give monuments slightly more space to spawn in with the new ring road
Reapplied
46942 terrain map resolution clamping to prepare for 2019.3
Removed ring road from maps smaller than 4k since it takes away too much space
Roadside monuments can spawn next to both main roads and side roads
Place roadside monuments after all other monuments
Removed TerrainPath.RingRoad reference
Subtracting
43422 (crash fix test)
▇▇▍▄█▋▄▋▅▅▍ ▅▅█▆█▅▇ ▄▄▋▋▍▉▍▇ ▉▍▌▆ ▋▍▍▋▇▊ ▆▌ ▇ ▇██▍▄▄▋▊▊ ▋▆▆▍▇▍▅▉ (▇▇▅▄▅ ▄▌▌█ ▍▅█▅▉▅▆▍ ▊▊▆▌▍▉▆▋)
Fixed several client-only projectile instantiates calling SetActive instead of AwakeFromInstantiate (this would leak with pooling, although none of these currently appear to be using pooling)
BaseProjectile.ServerUse correctly returns its temporary hit list to the pool
SetFlag invalidates network cache even if called without sending a network update
SendIONetworkUpdate no longer calls InvalidateNetworkCache (since it is now correctly done in SetFlag)
Upgrade MeshColliderCookingOptions to the new default value that includes UseFastMidphase when preprocessing prefabs (hopefully temporary)
Fixed map cache texture resolution backwards compatibility on 2019.3 (only affected maps over 4k)
Fixed Spawn / SetParent order in BaseVehicle and MotorRowboat ("changing network group to null" warning spam)
▇▌▄▄▋▊ ▉▅▄▌▊▆█ ▆▄▅█▊█▆█ █▋ ▆▄▇█▇▉▉▇▅ ▌▌▄▆▇▆█▆
▆▆▊▊▌▌▊▅▌▅▅▊▄.▆▊▌▊▇▇█▅▍█▉▌▄▋▅▍▍▉▊▄ ▋▇▅▋ ▌▄▅▉▄▅▉▆█▌ ▄▋ ▍▊▉▅▄█ ▇▌▅▋ (▋▅█'▅ ▌▉▉▊ ▇▌ █▅▋▇ ▆▌▅▌▍▆ ▇▆▋█▄▆)
BasePlayer.lookingAt, lookingAtEntity and lookingAtCollider return real null if lookingAtEntity is set but invalid