10,480 Commits over 4,171 Days - 0.10cph!
Fixed mining quarry / pump jack sounds not turning off properly
Fixed mining quarry / pump jack pitch modifier not being applied when switching on / off
All socket mods include their name in the fail message
Fixed RadiationOverlay never stopping its last sound
Added test radiation zone to CraggyIsland
Fixed barricade damage trigger effects
Removed SoundPlayer OnDisable hack (no longer needed, now handled by OnParentDestroying)
Fixed SoundVoiceLimiter keeping references to sounds that have already been pooled / retired
SoundVoiceLimiter removes sounds ordered by their remaining play time
Made barricade placement on terrain a bit more forgiving
Added diagnostics to SpawnHandler report, fixed NRE
Retired sound player chance
Fixed lantern having a sound template clone stored in its prefab
Fixed lantern spawning in the switched on state
Fixed SoundManager.PlayOneshot not calling Sound.Init
Sounds that are set to ignore voice limiting don't block the voice limiting queue
Made grass a bit more grounded
Less twist on forest grass
Fixed supply signal instantiating its effect incorrectly (now uses effect library)
Fixed parent destruction handling of smoke signal and smoke cover effects (now fade out smoothly)
Fixed incorrect smoke signal sound setup (now uses SoundPlayer)
Fixed sound class having serialized properties in #if CLIENT
Fixes for nested deploy volumes
More accurate deploy volumes for triangle foundations, triangle floors and foundation steps
Merge from building_colliders_2
Enabled server side collider batching by default
Fixed more damage trigger effect references
Fixed client not updating building block grade / protection properties post network update
Fixed client not updating building block grade / protection properties on initialize
Fixed external stone gate skin LOD references
Fixed external wood gate damage effect reference
Purged some more invalid effect GUIDs
ConstructionCollision touch
Updated triangle foundation sockets for the new colliders
Updated wall stability supports for the new colliders
Only update collider parameters in ConstructionCollision if changes have been detected
Fixed LightEx interfering with light fade in / fade out
Legacy LightEx version (backwards compatibility of existing prefabs)
OnValidate error if LightEx intensity modulation is used with LightLOD intensity fade
Minor stability tweaks and fixes
Fixed potential NREs in RPC_Server
Fixed campfire line of sight check
Added exclude filter to warmup
Enabled prefab preprocessing warmup by default
Tweaked corpse entity bounds
Tweaked entity visibility check
Cull twig wall shadow casting mesh when batched