10,554 Commits over 4,324 Days - 0.10cph!
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
Tweaked player corpse bounds
Moved second cupboard collider to the prevent building layer, as is tradition
Various building exploit fixes
Refresh batched collider after building block rotation
Pumpjack and quarry batching
Fixed in-editor resource gathering
Changed BaseMelee distance check to entity API
Don't fall back to concrete decals if no decals can be found
Don't try to spawn effects if empty string / null is passed as the effect name
Don't fall back to concrete particles if no particles can be found
Hooked up stab decals and effects
Hooked up footprint decals
Made footstep sounds of the local player / other players more deterministic
Roof socket / conditional model fixes
Cherry picking
11432 to main
Foundation step socket tweak for certain placement situations
Triangle floor deploy volume tweak (now in line with triangle foundation)