10,480 Commits over 4,171 Days - 0.10cph!
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Missing file (changeset 39985)
Disabled status effects in god mode
Disabled food and hydration depletion in god mode
Disabled radiation poisoning in god mode
Added refillvitals console commands (fills health, calories and hydration)
Added heal console command (same as calling hurt with negative values)
Added FixedParticleSimulationSpace tag (specify on particle systems that should not switch to local / world simulation space depending on where they spawn)
Merge from "Broadcast component caching"
Force more interpolation delay for ridable horses to reduce extrapolation
Removed PhysicsDriven since it's really always wrong for load balanced entities like the horse (override GetNetworkTime instead)
Merge from crafting_improvements
Merge from "Helicopter Update Optimisation"
Merge from "OcclusionSphere leak fix"
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Merge from consumable_item_info_fix
Merge from wounded_item_dragging_fix
Merge from rig_stripping(temp)
Merge from messagedelayfix
Merge from screen_settings (conflict in MenuUI.Options.prefab, appears to have resolved fine)
Merge from player_preview_spin (conflict in GameUI.Inventory.prefab, appears to have resolved fine)
Merge from item_splitting
Merge from error_notifications
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BaseRidableAnimal compile fix
Tiny perf convar tweak (4=ping, 5=everything)
FuelGenerator.FuelConsumption is now also started when loaded from save
Fixed fuel generator not updating current energy after spawn / load
AutoTurret is no longer pooled on the client since it's now an IO entity (which currently do not support pooling)
Fixed exploit to turn auto turrets on without electricity
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Added scrap transport helicopter spawn population
Fixed passengers sometimes receiving fall damage in scrap transport helicopter
TriggerHurtNotChild also checks mounts, not only parenting
Scrap Transport Helicopter damage trigger uses TriggerHurtNotChild instead of TriggerHurt
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Rescaled headlerp so default value is 1 (while preserving same behaviour as before)
Added headlerp_inertia convar to smoothen the beginning of the head reset motion (default = false = old behaviour)
Fixed workshop skin preview for newly created deployable skins not showing
Merge from map_improvements
Merge from map_improvements
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Merge from main/ring_road
Added "roadside" monument type and cleaned up TerrainPathConnect handling
Fixed road height on roadside monuments
Ring road / monument blocking uses TerrainPlacementMap instead of topology