10,834 Commits over 3,867 Days - 0.12cph!
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)
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Added "Update Game Manifest (Fast)" which doesn't do PreparePrefab and all that slow stuff (useful when all you did was add a new prefab)
Added platform.force and platform.exclusion test entities
Player inherited velocity is networked
TriggerForce takes a velocity to work towards instead of continuously applying a force (seems to be the only way to get sane results)
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Added "moving" flag to model state, don't play walk animation when false (hack for excavator belts)
Excavator belt trigger adjustments
Merge from force_triggers
Fixed Diesel_Collectable prefab ID
Only skip NPCPlayer in TriggerParent, not HTNPlayer (cargo ship)
Cherry picking
37327 (TriggerForce)
Removed "noise" from monument radius / fade since it no longer provides an advantage but makes everything slower
Fixed radius / fade monument parameters potentially cutting off the terrain blend map
Added TriggerForce (not working, just a stub)
Barren prefab mountains no longer spawn in the desert (now behave identical to prefab mountains on normal maps)
Barren now has harbors, oil rigs and water wells
Take server identity into account when determining the default seed (easier to run multiple instances on the same hardware without getting identical maps)
Removed large monuments and prefab mountains on smaller maps
Added arid biome checks to giant excavator
Added support for compound triggers to TriggerParent
Added TriggerParentExclusion (I can't believe this works)
ForceUpdateTriggers now exists on all entities (supports sphere, box and capsule colliders)
Updated platform.entity with 2 TriggerParent and 1 TriggerParentExclusion
UpdateSubscriptions profiling
Faster and more reliable "Tools/Steam Inventory/Download Skins"
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Fixed edge case that caused client side tree collider to be disabled after pooling
MotorRowboat profiling
SendNetworkUpdate_Flags and SendNetworkUpdate_Position profiling
Fixed NRE in Buoyancy.Cycle when buoyancy instance is going to sleep
Enabled physics.batchsynctransforms by default
Buoyancy.FixedUpdate is handled by ServerMgr.FixedUpdate to ensure they aren't scattered inbetween other fixed updates, causing SyncTransforms churn
Tweaked physics.batchsynctransforms profiling and behaviour with physics.autosynctransforms disabled