10,480 Commits over 4,171 Days - 0.10cph!
Sockets can choose whether or not to be monogamous
Entity links are initialized in InitShared and linked in PostInitShared
Stability uses stability entity links for robustness and predictability
Resource deposits use a salted server seed for unique deposit positions (server.salt convar)
Procedural components can choose whether or not to run on the client / server
Removed a bunch of bushes from the server
Fixed warehouse monument collider having no valid physic material assigned
Added a couple more deploy checks to the triangle foundation
Static decor placement is more mismatch resistant
Added murmur hash
Default seed and salt use murmur hash
Added directional bias to billboard particle lighting (fixes particles being too bright around dawn and dusk)
Removed pillar sockets from triangle foundations (centered pillar sockets would allow doorway griefing)
Floor and triangle floor sphere test tweaks
Shelves prevent building collider tweak
Fixed missing physic materials on driftwood
Player movement controller clamps velocities from the physics system to a safe range
Disabled furnace / campfires on SavasIsland_koth (crash test)
Player movement velocity clamping tweak
Hybrid construction socket fixes
Building stability is supported by both construction and stability sockets
Only follow male entity links for stability
Fixed regression that caused batched renderers to be invisible for a short time when a mesh is removed
Enabled line of sight check on landmine
Landmine and timed explosives use entity center point as origin of damage sphere
Always clamp FOV to a valid range
Building prefab updates to the new stability + construction socket backend
No more StabilityPinPoint
Added maxthreads convar (number of threads to use for the procedural world generation, defaults to processor thread count)
Ramp construction socket (used for roof)
Cherry picking Vince's door material fix
Door prefab updates for the new stability backend
Shutter, embrasure and window bar prefab updates for the new socket features
Window shutter sockets work like doorway sockets (placement rotation)
Window bar sockets also work like doorway sockets rotation wise (since the armored window has two different looking sides)
SocketHandle for window bars, embrasures and shutters
maxthreads convar defaults to 8
Doorway and window deployables are easier to rotate when placing them
Entity neighbour linking is load balanced on the client