12,539 Commits over 4,109 Days - 0.13cph!
Only log "no building for tool cupboard" with developer >= 1
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Fixed upkeep resource numbers being shown incorrectly when reconnecting
Added persistance version
BP WHIP
Secondary cupboards decay if there is more than one cupboard on a building
Subtracting
24349 (deployable sounds)
Added BaseEntity.IsOlderThan
Added DecayEntity.GetBuilding
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