10,922 Commits over 3,959 Days - 0.11cph!
Cherry picking
26035 (Schema refresh stripping)
Cherry picking
26000 (Steamworks update)
Fixed server lag corrupting lerp timestamps, sometimes permanently
Fixed repair bench skin icons not refreshing until clicked
Call ItemManager.InvalidateWorkshopSkinCache when new item definitions have been received
Optimized PositionLerp.SnapTo / SnapToEnd
Fixed ore bonus have sync position flag set
Changed lerp.debug to false by default
Fixed lerp timestamp sometimes being incorrect when enabling lerp
Fixed lerp server timestamp correction sometimes getting corrupt
Added lerp.debug convar
Fixed animals turning like Slowpoke (lerp regression)
Server player loot distance and client interaction distance are closer together
Send network update when healing entities using upkeep
Fixed server save timings ignoring the majority of the stall time
Stripped server schema refresh (fixes server stall every 30 minutes)
Added server timestamp correction to network interpolation
Network++
Print full exception when "error loading save" happens
Fixed player view direction going fubar with extrapolation (still some problems, should probably be disabled altogether for players due to delta updates)
Network extrapolation also uses slerp instead of lerp for rotations
Fixed that network interpolation velocity smoothing wasn't working correctly
Interpolate rotations with slerp instead of lerp
Fixed vis.lerp ghosting (and some ddraw ghosting in general)
Fixed missing guides and hammer highlights on walls
Updated roof side model condition so only other roofs affect it
Conditional models refresh correctly when rotating a building block
Removed rotation hack from right hand side triangular walls
Added triangular wall conditional models when placed at a roof side
Removed occluder meshes from roof prefabs (unused)
Merge from roof_building_blocks
Don't spawn bradley while still loading
Imposter is IClientComponent
Devs can craft all workshop skins if "unlock all items" is set in the editor
Added some item schema debug convars (autoschema, loadschema, printschema)
Run FileSystem_Warmup on dedicated servers
Fixed projectile particle systems no longer playing after being pooled
Added network extrapolation smoothing
Increased default network extrapolation time
TimedExplosive no longer attach to the entity pivot position when hitting other TimedExplosive
Fixed regression that sometimes made explosives invisible when attached to doors
Disabled entities remain in their object hierarchy on the client (should be more solid, less error prone)
Fixed parenting regression when timed explosives attach to entities
Retired parentLocalPos and parentLocalRot
Fixed network extrapolation not being allowed to go further than the last tick delta
Improved network extrapolation velocity estimate
Invalidate workshop skin cache when new skins have been found by the server (no more server restart required to apply newly released skins to items)
Adjust network lerp record time as need when increasing the lerp convars
Allow vis.lerp when playing back a demo