12,539 Commits over 4,109 Days - 0.13cph!
Warehouse no longer has a quarry
Added road piece to warehouse
Mining quarry monument is tier 2
Added road connection node to mining quarry monument
Reapplied launch site road / power nodes
Fixed possible race condition when building splits / merges were deferred
Fixed building merge not sending out network updates for building blocks that changed their IDs
Building privilege extends out for 10 meters around a building
Fixed another "user-provided triangle mesh descriptor is invalid" error on some road meshes
Road and powerline tweaks
PathFinder still prioritizes direct neighbors over diagonal neighbors when diagonals are allowed
PathFinder.Point implements IEquatable
Preliminary road / power connection points for all monuments
Monument placement optimizations
Updated powerline layout to same algorithm roads are using
Added gizmos to TerrainPathConnect
Tweaked world tier distribution (slightly smaller, more concentrated tier 2)
Tweaked biome distribution (slightly less arctic, slightly more arid)
Roads no longer sometimes go through water
Fixed "user-provided triangle mesh descriptor is invalid" error on some road meshes
More work on the road network generation in preparation of monument in / out points
Fixed roads / powerlines getting interrupted by rivers
Don't let OutputHandler.OnMessage throw exceptions
Updated plugins with new Unity libraries
Added UnityPackageManager to ignore.conf
FIxed NRE on decay entities without decay component
When placing monuments, don't accept the first placement that works but instead try multiple layouts and pick the best one
Tweaked wall secondary stability socket volumes
Added neighbour socket to low (1/3) walls
Prevent half height offset wall stacking
Adjusted neighbour sockets for roof side conditional models to properly work with half height walls
Added one missing half wall deploy volume
Fixed DecalRecycle and EffectRecycleLite not implementing OnParentDestroying (lol)
Updated conditional model test of the bottom roof piece
When saving, catch any exceptions inside entity serialization so the save coroutine never crashes
Experiment: DontBecomeSolidWithPlayerInside no longer does anything
Removed occluder meshes from half wall building block (no longer required, don't cherry pick this)