10,832 Commits over 3,867 Days - 0.12cph!
New prefab pooling baseline
Added PrefabPostProcess (runs after after components and children have been cleaned up)
PrefabInfo is now called Poolable (separate commit to keep the file history intact)
inventory.give takes item condition as an optional third parameter
Eliminated GC from TOD image effects
Fixed skinned mesh renderer bounds not always refreshing when rendering icons (could lead to odd icon scales)
Rebuilt all skin icons
Cherry picking all skin & bundle changes
Fixed skins still downloading even if shipped with the game (regression from 28022)
Added prevent_building_cube and prevent_building_sphere prefabs (custom maps)
Underwater crates sync position
Radtown loot prefabs respawn automatically if not spawned via spawn group (for custom maps)
Rebundling textures so future additions only require 1-2 bundles to be changed
Cherry picking audio fixes
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Fixed exception on workshop skins that aren't installed at all and only exist in the cache
Fixed build server moving texture bundles to wrong folder when using -buildTo
Include skins in main install
Removed asset bundle splitting, see if that works
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Fixed palms not avoiding lakes
Unfucked ItemBasedFlowRestrictor parameter serialization
Print error message when trying and failing to move item
Include prevent movement layer in footstep raycast
Merge from bandit_town_tweaks
Reapplied terrain anchor tweaks
Adjusted bandit town terrain anchors
Adjusted distance between medium sized monuments
Fixed some spawn issues with the bandit town
Network++
Save++
Added MonumentIsland test scene
Added "spawn individuals" concept to spawn handler, for example for hero trees to always respawn in a particular spot
Added respawn_individuals convar (toggles automatic individual respawn)
Added fill_individuals console command (respawns all individuals)
Use managed code for monument and mountain terrain data transfer (test)
Removed some unsafe code (test)
Fixed team UI NRE without local player (breaks demo playback)
Small clutter rocks no longer use convex mesh colliders
Added spawn_point, terrain_trigger and water_trigger prefabs (in assets/bundled/prefabs/modding folder)
No longer filter character spawns by biome (only by tier)
Updated Facepunch.Steamworks