10,550 Commits over 4,324 Days - 0.10cph!
World serialization uses IL2CPP-compatible format
World transfer uses same data format as world serialization
Native water system backend is server only (temporary workaround)
Briefly disable client side world item collider when they switch their parent (this prevents them from fucking up ragdolls)
Fixed cloudmovement convar NRE in console autocomplete in the main menu
ViewmodelBob uses correct velocity when inside TriggerForce
Disabled two dunes in the excavator scene since they could stick out of the ground on certain seeds
Excavator engine exhaust particle effect position fix
Fixed speeds applied by excavator belts being slower than the belt, particularly on the excavator arm
Fixed jumpy movement on excavator belts that are not perfectly horizontal due to loss of gravity from the applied trigger force
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Restored ProceduralComponent.Mode as it is used by custom maps
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Fixed checksum mismatch when using server level transfer
Added server.leveltransfer convar
Added maxpacketspersecond_world convar
Renamed maxrpcspersecond to maxpacketspersecond_rpc
Renamed maxcommandspersecond to maxpacketspersecond_command
Remaned maxtickspersecond to maxpacketspersecond_tick
Renamed maxcommandpacketsize to maxpacketsize_command
Made playerseed and shuffleplayerseed take optional argument that specifies the target player (only visible locally, only in demos or admin / dev)
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Fixed reload problems at extremely low FPS
Disconnect on checksum mismatch
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Fixed binds not working with cinematic_play and cinematic_stop
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Added warning message to loading screen when joining servers with 4k maps with less than 10GB of RAM
Fixed ToBaseEntity not falling back to GetComponent if called on a child object of an entity instead of the root object
Force triggers do not apply to corpses (fucks them up)