12,557 Commits over 3,806 Days - 0.14cph!
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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Added Facepunch.ListComponent
Renamed UpdatePositionFromNetwork to SetNetworkPosition
Renamed UpdateRotationFromNetwork to SetNetworkRotation
Made PositionLerp more generic
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Limit crafting queue length to 8
More sane upper limit for how many items to craft in a single crafting queue entry (limited to item stack size, 10 for unstackable items)
Subtracted
26423 (EAC SDK update)
Optimized sending of packets to players in a radius
No longer send entities that aren't in any network group to all connections (this should never happen)
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Include wall sockets in building proximity checks
Added dummy floor socket at half height of the full wall (support only)
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Merge from projectile_trajectory
Network++
Projectile trail renderer is invisible for the first 6 meters
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Fixed thrown items sometimes being invisible until they hit something (projectile pooling bug)
Use world cache in the editor by default as well when running only the client