9,575 Commits over 4,444 Days - 0.09cph!
Removed NetworkQueueList.Add profiler sample (profiling test)
Eliminated some GC from logging player deaths
Added Tier0, Tier1 and Tier2 topologies
Players only spawn on Tier0 beaches
Tier0 is always temperate, Tier1 and Tier2 can be arid, temperate or arctic
Added Vector2.Rotate extension method
Monuments default to "all tiers" on their MonumentInfo component
All remaining monuments (like caves) spawn on all tiers
Monuments only spawn in parts of the map that belong to their tier
Added bounds to MonumentInfo (have to be fully inside the monument tier)
Removed incorrect topology script from rock_med_c forest decor prefab
When creating a new terrain, store its data maps uncompressed (Unity 2017 regression)
Fixed that ice lake 3 was rarely spawning
Improved ice lake 3 terrain blending
Adjusted biome distributions
Merge from snow_biome_revamp
Removed sand from arctic coastline
Adjusted offshore topology
Added icebergs & icesheets (test)
Fixed players sometimes spawning in harbors
Added padding topology (edge of map)
Adjusted iceberg and icesheet spawn rules and prefabs
Added inspector warnings when trying to add the runtime-only batching components to prefabs
Fixed startup NRE from disabling halloween content (subfolder issue)
Lighthouses are actually set to tier 0
Harbors are actually set to tier 0 / 1
Reduced supermarket + gas station count
Reduced minimum distance between large monuments
Updated bounds on most monuments
MonumentInfo.CheckPlacement fix when multiple tiers are selected
Increased precentage of the map that belongs to tier 2 slightly
World Serialization++
Network++
Update building ID when buildings are merged / split
Added extended building API to BuildingManager
Added building ID to DecayEntity (for upkeep)
Forgotten UnityEngine.Profiling
AntiHack.Log only prints to server console on debuglevel 2 or higher
Only move building to new ID if it was split, not whenever block is removed
When placing block, refresh building ID only if connected blocks mismatch
Building privilege is emitted by all building blocks that are connected to a tool cupboard
Building ID save / load happens in DecayEntity instead of BuildingBlock
Sockets / constructions can check if they can connect to other sockets / constructions at a simulated position and rotation (before placement)
Eliminated ConstructionLink, NeighbourLink and StabilityLink special cases (now all using EntityLink)
New building proximity checks to counteract wallstacking / honeycombing exploits