10,832 Commits over 3,867 Days - 0.12cph!
PresetManager, whatever that is
Socket_Base shit is done in DoPrepare instead of OnValidate
Include terrain in BaseEntity.IsVisible
Changed the way the crafting queue limit works (correctly handles half stacks in the queue etc)
Underwater vegetation tweaks
Spawn underwater rock formations
Merge from compound_monument
Fixed mountable NRE when destroyed from moving into an invalid position
Added WaterCheck + WaterCheckGenerator
Ignore nested entities (i.e. entities inside monument prefabs) when calling DoPrepare on prefabs
Fixed possible monument prefab corruption when rebuilding manifest
Added terrain margin meshes at the edge of the terrain mesh
Valid world bounds also check against terrain margin dimensions
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Don't strip child objects when tagged as "persist"
Fixed spinner wheel placement NRE (in editor?)
Combat log is delayed by 10 seconds (combatlogdelay convar)
Merge from building_system_3.2
Removed leftover support sockets from roof
Workaround for using half height floors as shelves behind doors / wall frames
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Fixed client / server time offset being wrong when the client has been running longer than the server (regression from 26545)
Better wall stacking prevention via new building proximity component (reduced false positives and false negatives)
Fixed server side stair collider rotation sometimes being incorrect after rotating
Don't use triangular wall conditional model if there's a neighboring wall attached to the invisible side
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Removed ancient code to ignore multiple position ticks that were received in a single frame
Fixed server / client time offset corruption when receiving ancient entity ticks (e.g. when having both AI dormant + network caching enabled)
Crafting queue item drop radius tweaks
When reloading / firing crossbow, only show / hide the arrowhead game object instead of the entire rig
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