12,557 Commits over 3,806 Days - 0.14cph!
Fixed rare orphaned client side entities
Added additional info to entity console commands
Added entity.find_status console command
Fixed "Attempted to create Sound from null SoundDefinition" when picking up some items
Potential fix for rare issue that could cause dual wielding / player model corruption
Enabled pool.player_model by default again
Fixed super rare pooling NRE (maybe)
Properly clear prefab pool when disconnecting from server
Removed some (presumably unintentional) debug logs from auto turret
Save++ because Helk decided to commit all monuments
Network++
Added pool.debug to standalone builds (only works in development builds)
Fixed server use distance regressions
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