10,544 Commits over 4,324 Days - 0.10cph!
Fixed ElevatorStatic not checking if entities have been destroyed before adding them to floorPositions
Fixed some methods still being called on map entities that have been destroyed (GameObject.Destroy vs. FindObjectsOfType in the same frame)
Fixed SpawnMapEntities not being called at all when loading a save was attempted but the file did not exist (derp)
Fix for trying to call "Kill" on entities that haven't called "Spawn" (seems to have gotten lost in the last revert / restore / retry cycle)
Merge from map_entity_load_fix
Merge from pool_editor_safety (editor-only memory pool safety checks)
Merge from alternate_detection
Merge from metal_detector
MetalDetectorSource balance baseline
Trying a different approach
Added additional pool safety checks inside the editor (disabled in standalone)
Fixed duplicate network IDs on oilrig after server restart
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Various fixes and improvements:
- foundation & foundation.triangle floor creation gibs spawned the gibs of all conditional floors instead of just the chosen one
- wall.low & wall.half were having issues with the randomization of their variants
- upgrading a roof to frontier kicked the player out of the game (NRE)
- foundation walls now correctly randomize their variants (each side can have a different variant)
Fixed fishing villages spawning inside harbors
Applied A, B and C variants to frontier wall
Added ModelConditionTest_Variant to add multiple variants of the same conditional model
Prefab reserialize for Unity 2021
Materials after prefabwarmup (definitely not enough)
Attempt to fix triangle floor / triangle roof stability edge case after server restart
Merge from experimental (Unity 2021)