10,552 Commits over 4,324 Days - 0.10cph!
Merge from building_system_3.1
Added shell protection to 1/2 and 1/3 walls
Changed health of 1/3 wall to same as other walls
Fixed Barren startup error
Updated road physic material
Log error when baking terrain heightmap while the terrain is on the wrong layer
Merged in quarry fixes
Network++
Removed survey charge from loot table
Some more quarry / survey charge loot table updates
Can no longer connect two buildings if both have a cupboard
Can no longer stack wall frames with 0.5 vertical offset
Added BaseEntity.IsOlderThan
Added DecayEntity.GetBuilding
Subtracting
24349 (deployable sounds)
Secondary cupboards decay if there is more than one cupboard on a building
Added persistance version
BP WHIP
Fixed upkeep resource numbers being shown incorrectly when reconnecting
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Only log "no building for tool cupboard" with developer >= 1
StackOverflowException fix for certain massive bases on certain hardware under certain circumstances
Optimized BuildingBlock.IsOutside
Reapplied
24429 (TC no longer drops any loot when destroyed)
Upkeep is now paid for in the individual entity decay ticks (code simplification + cleanup)
Building blocks that are inside now decay at 10% of their normal decay rate (upkeep_inside_decay_scale convar)
Foundations now decay at the same rate as other building blocks when their upkeep is not paid
Eliminated server side GC allocs from upkeep system
Reverted decay.tick default value to 10 minutes (accidental commit)
Removed upkeep cost from deployables again (accidental commit)
Barricades can be repaired
Barricades can be repaired
Disabled DeployableDecay.ShouldDecay outside check when upkeep is enabled (not required)
Fixed deployables not decaying
Any entity can add upkeep using the upkeep prefab attribute component
All doors, wall frame inserts, ceiling frame inserts and barricades require upkeep (test, numbers all preliminary)
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Fixed NRE spam when opening workshop inside editor while running client and server
Deployables inside building privilege do not decay (unless they require upkeep and it's not paid for)
Presumably fixed NRE in ValidateObjectReferences
Another null check for ValidateObjectReferences
Added decay delay convars for upkeep (all default to 0)
Added BuildingGradeDecay (for deployables to decay at the same rate as a certain building tier)
Clear both client and server building managers when disconnecting in the editor while running client and server
Added BuildingGradeDecay to doors and frame inserts
Fixed window garland socket clusterfuck (mesh pivot point needs updating)
Network++
Another round of NRE checks for ValidateObjectReferences
Console command codegen (client compile fix)
Removed upkeep cost from barricades