10,550 Commits over 4,324 Days - 0.10cph!
Temporarily subtracting BoneFollower changes
Vector2i, Vector3i, Vector2b, Vector3b implement IEquatable
Reverted barricade collider scale hack
Tweaked high external wall barbed wire damage volumes
Barricade collider updates
Added barbed wire damage triggers to new high external gate
Updated deploy volumes / socket tests on high external walls
Can place large furnace under floor grills even after the floor grills have already been placed
BaseNpc implements MaxVelocity
Raw and spoiled meat no longer goes straight to belt when picked up
Fixed BaseNpc serialization mismatch in CLIENT / SERVER (also fixes compilation error)
Wooden ladders can be stacked to 5
Can repair damaged ladders
Can stack items that have condition if their condition is maxed out
Removed BoneFollower (client optimization), second attempt
Changed biome and splat terrain maps from AOS to SOA memory layout (far better compression)
Improved world serialization
Reduced resolution of some terrain maps
Fixed water drinking interaction sometimes not showing
Better terrain map index to coordinate conversion
Water map is stored as short instead of float
Increased resolution of some terrain maps
Water map bake encoding fix
Re-baked custom map water textures
Merge from snow_biome_revamp
Monument randomization script improvements and fixes
Added randomization scripts to ice lakes
Added ice lakes to map generation
Disabled compression on lake prefab scene terrain maps
Re-saved lake scenes / terrain assets
Rivers and roads check topologies in a radius when finding their paths
Barricade placement tweaks (concrete, stone and sandbag)
High external walls and gates require some space between them when placed parallel to each other (i.e. when stacking them)
Adding parts of the new road generation algorithm (much faster and better looking, not 100% continuous yet)
Roads avoid being split by monuments and prefer going around them (until I add monument road connection points)
Fixed bus stops and power substations spawning on top of roads at T and Y intersections
Fixed lake topology settings
Fixed harbors spawning in lakes
Network++
Save++
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)
Subtracting BoneFollower removal again because fuck me
Set ResearchResource reference to scrap on the static research tables (so you can place scrap into them + research)