10,828 Commits over 3,867 Days - 0.12cph!
Added tree.simplified_collider server convar to toggle simplified server side tree colliders
Fixed ElevatorStatic not checking if entities have been destroyed before adding them to floorPositions
Merge from map_entity_load_fix
Fixed some methods still being called on map entities that have been destroyed (GameObject.Destroy vs. FindObjectsOfType in the same frame)
Merge from main/map_entity_load_fix
Fixed SpawnMapEntities not being called at all when loading a save was attempted but the file did not exist (derp)
Merge from main/map_entity_load_fix
Fix for trying to call "Kill" on entities that haven't called "Spawn" (seems to have gotten lost in the last revert / restore / retry cycle)
Merge from map_entity_load_fix
Merge from pool_editor_safety (editor-only memory pool safety checks)
Merge from alternate_detection
Merge from metal_detector
MetalDetectorSource balance baseline
Trying a different approach
Added additional pool safety checks inside the editor (disabled in standalone)
Fixed duplicate network IDs on oilrig after server restart
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Various fixes and improvements:
- foundation & foundation.triangle floor creation gibs spawned the gibs of all conditional floors instead of just the chosen one
- wall.low & wall.half were having issues with the randomization of their variants
- upgrading a roof to frontier kicked the player out of the game (NRE)
- foundation walls now correctly randomize their variants (each side can have a different variant)
Fixed fishing villages spawning inside harbors
Applied A, B and C variants to frontier wall
Added ModelConditionTest_Variant to add multiple variants of the same conditional model