12,708 Commits over 3,959 Days - 0.13cph!
█▍▍▍▇▍▊ ▉▄▍▌▄▍█▄▌▌ ▍▅▇▊▅▊█▋
No longer automatically call "backup" on server start by default (better for server providers, add +backup to your startup parameters if you want this)
Presumably fixed NRE in MaterialSwap (miner hat)
Fixed initial resource spawn distribution ignoring PrefabParameters.Count
Fixed another ArgumentNullException
Spawn handler ensures that entity distribution percentages are maintained (fix for stone ore scarcity)
Server "del" command also works in the editor on entities
Fixed ArgumentNullException when sleepers are killed
Network++
Subtracting EAC SDK update (crash)
Tweaked high external wall and gate deploy volumes to make it easier to close compound walls
Fixed water carving volumes not working with ocean plane (regression)
Merge from weekend_branch_4
Added debug.log convar to toggle log output
▇▍▉▌█▇▋▉▆▇▅ ▋▍▅▆▊, ▍▄▋▇▆, █▍▊▆▉, ██▋▌▆
Fixing compilation errors is fun when your editor isn't working
Merge from weekend_branch_3
System info includes process memory usage
Added "Batching" and "Decor" scenes to reduce game object hierarchy clutter
Improved WaterLevel API (cleaner, faster and more powerful)
Only show drinking interaction messages when water has a certain depth (stricter for salt water)
EAC SDK update (Linux "sandbox not connected" fix)
Servers can call the sv console command on clients (mods)
Can send optional entity ID with Signage.ReceiveTexture (mods)
Fixed checksum being unset when world cache is disabled (editor)
Set ResearchResource reference to scrap on the static research tables (so you can place scrap into them + research)
Subtracting BoneFollower removal again because fuck me
Removed need to be wet when trying to drink from bodies of water (was only testing on server, clients had it commented out -> weird behaviour)
Removed weird duplicate raycasts from water drinking tests (now raycasting only in GetWaterDrinkingPoint)
Fixed lake topology settings
Fixed harbors spawning in lakes
Network++
Save++
Fixed bus stops and power substations spawning on top of roads at T and Y intersections
Roads avoid being split by monuments and prefer going around them (until I add monument road connection points)
Adding parts of the new road generation algorithm (much faster and better looking, not 100% continuous yet)