12,539 Commits over 3,806 Days - 0.14cph!
Leave footprints even when crouching
Leave barefoot footprints when not wearing boots
Merge from shadow batching
Tweaked window frame cull distance
AssetPool names its instances after their type
Mesh batching min / max distance
Better building block rotation and upgrade error messages
Fixed door collider not being solid after placement
Campfire "prevent building" collider no longer reaches beneath the campfire
Fixed projectile seeding
Network++
Disabled voice limiter priority sorting (the priorities don't make a lot of sense at the moment, back to FIFO for now)
Allow upgrade / rotation when inside the building deploy volume if the collider change shouldn't cause any trouble
More descriptive message when building upgrade / rotation is blocked
Triangle floor deploy volume tweak (now in line with triangle foundation)
Foundation step socket tweak for certain placement situations
Cherry picking
11432 to main
Roof socket / conditional model fixes
Made footstep sounds of the local player / other players more deterministic
Hooked up stab decals and effects
Hooked up footprint decals
Don't fall back to concrete particles if no particles can be found
Don't fall back to concrete decals if no decals can be found
Don't try to spawn effects if empty string / null is passed as the effect name
Changed BaseMelee distance check to entity API
Fixed in-editor resource gathering
Pumpjack and quarry batching
Refresh batched collider after building block rotation
Various building exploit fixes
Moved second cupboard collider to the prevent building layer, as is tradition
Tweaked player corpse bounds
Cull twig wall shadow casting mesh when batched
Tweaked entity visibility check
Tweaked corpse entity bounds
Enabled prefab preprocessing warmup by default
Added exclude filter to warmup