10,832 Commits over 3,867 Days - 0.12cph!
Can no longer stack wall frames with 0.5 vertical offset
Can no longer connect two buildings if both have a cupboard
Some more quarry / survey charge loot table updates
Removed survey charge from loot table
Merged in quarry fixes
Network++
Log error when baking terrain heightmap while the terrain is on the wrong layer
Fixed Barren startup error
Updated road physic material
Changed health of 1/3 wall to same as other walls
Added shell protection to 1/2 and 1/3 walls
Merge from building_system_3.1
BuildingProximity checks building privilege on all blocks we're connecting to (in addition to distances to blocks we aren't connecting to)
Fixed some wall stacking exploits
Added DeployVolumeEntityBoundsReverse (check deploy volumes of neigbouring entities against our bounds)
Added additional deploy volumes to floors
Fixed roofs having ridiculous stability
Fixed half height walls providing better stability than full height walls
Improved the way overlapping building privileges are handled
Improve road intersection blending
Some building privilege changes
Only spawn one of each type of quarry
Fixed half height wall placeholder mesh
Fixed low (1/3) wall not checking prevent building volumes
Subtracting
24259 (various regressions)
Import normals on half wall colliders
Building privilege distance checks use exact distance from entity bounds
Additional deploy volumes on wall and floor pieces
Updated barricade prevent building volumes to be identical to their damage volumes
Removed wall sockets from foundation steps
Switched road_asphalt material to alpha cutout
Moved road_asphalt material
Added env.progresstime (pauses time of day progression when false)
Can only place one tool cupboard per building
Increased building privilege radius around buildings to 16
Twig foundations can no longer be placed inside building privilege (only floors)
Decay entities also show their health bar when holding a hammer
Stability entities no longer automatically show their health bar when stability is below 25%
Updated ShowHealthInfo flag on prefabs that were using displayHealth
All decay entities only show their health when their health is below 95%
All stability entities only show their health when their health is below 95% or their stability is below 25%
Removed StorageContainer.displayHealth since it does the same thing as BaseCombatEntity.ShowHealthInfo