10,832 Commits over 3,867 Days - 0.12cph!
Disabled player model pooling by default
Network++
Enabled normal / tangent import on triangular wall conditional models (Windows missing shadow fix?)
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Extrapolation time on NPC entities is clamped to 0.1 seconds as well
Made PositionLerp more generic to eventually be usable in other projects
Extrapolation time on player entities is clamped to 0.1 seconds
Cherry picking corpse NRE fix from Helk's branch
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Removed red maple bare tree assets (unused)
Applied a number of rock prefab modifications to the rocks_dressing scene so Scene2Prefab doesn't revert them
Include more data in the checksum now that the mismatch should be fixed
Forestside topology next to deciduous forests also uses grass terrain texture instead of forest terrain texture
Added deciduous forests around lakes
Changed ground texture inside deciduous forests to grass
Fixed terrain anchors on prefab rock formations
Completely circumvent PositionLerp logic with lerp.enabled 0 (faster & better for testing)
Removed some rocks from satellite dish monument that were placed outside of the terrain blend map
Added "alt" topology to specify a second variant of a topology
Added deciduous forests to temperate biome
Stricter construction socket connect distance / angle to fix some minor glitches
Only use triangular wall conditional models if aligned perfectly with the roof (not when offset by 1/2)
Terrain sockets no longer count as inside terrain if outside the terrain bounds
Consider entities out of bounds if they're lower than terrain zero level
Fixed checksum mismatch on certain seeds
Fixed various issues with missing terrain carve volume terrain checks on the caves (regression from terrain blend maps)
Removed some rocks from water treatment plant that were placed outside of the terrain blend map
Fixed field rocks sometimes partially overlapping the outermost objects of monuments