10,480 Commits over 4,171 Days - 0.10cph!
Removed PlaceSourceObjects procedural component (obsolete for a long time)
Removed some super old obsolete "WorldItem_" components (all unused)
Removed BuildPrivilegeTrigger from cupboard (no longer required)
Removed occluder meshes from building blocks (no longer required, cherry pick this)
Removed occluder meshes from half wall building block (no longer required, don't cherry pick this)
Experiment: DontBecomeSolidWithPlayerInside no longer does anything
When saving, catch any exceptions inside entity serialization so the save coroutine never crashes
Updated conditional model test of the bottom roof piece
Fixed DecalRecycle and EffectRecycleLite not implementing OnParentDestroying (lol)
Added one missing half wall deploy volume
Adjusted neighbour sockets for roof side conditional models to properly work with half height walls
Prevent half height offset wall stacking
Tweaked wall secondary stability socket volumes
Added neighbour socket to low (1/3) walls
When placing monuments, don't accept the first placement that works but instead try multiple layouts and pick the best one
FIxed NRE on decay entities without decay component
Added UnityPackageManager to ignore.conf
Updated plugins with new Unity libraries
Don't let OutputHandler.OnMessage throw exceptions
Fixed roads / powerlines getting interrupted by rivers
More work on the road network generation in preparation of monument in / out points
Fixed "user-provided triangle mesh descriptor is invalid" error on some road meshes
Roads no longer sometimes go through water
Tweaked biome distribution (slightly less arctic, slightly more arid)
Tweaked world tier distribution (slightly smaller, more concentrated tier 2)
Added gizmos to TerrainPathConnect
Updated powerline layout to same algorithm roads are using
Monument placement optimizations
Preliminary road / power connection points for all monuments
PathFinder.Point implements IEquatable
PathFinder still prioritizes direct neighbors over diagonal neighbors when diagonals are allowed
Road and powerline tweaks
Fixed another "user-provided triangle mesh descriptor is invalid" error on some road meshes
Building privilege extends out for 10 meters around a building
Fixed building merge not sending out network updates for building blocks that changed their IDs
Fixed possible race condition when building splits / merges were deferred