10,480 Commits over 4,171 Days - 0.10cph!
Server player loot distance and client interaction distance are closer together
Fixed animals turning like Slowpoke (lerp regression)
Fixed lerp timestamp sometimes being incorrect when enabling lerp
Fixed lerp server timestamp correction sometimes getting corrupt
Added lerp.debug convar
Changed lerp.debug to false by default
Fixed ore bonus have sync position flag set
Optimized PositionLerp.SnapTo / SnapToEnd
Call ItemManager.InvalidateWorkshopSkinCache when new item definitions have been received
Fixed repair bench skin icons not refreshing until clicked
Fixed server lag corrupting lerp timestamps, sometimes permanently
Added temp_field_large spawn population to procedural maps
Disabled sync position on boat storage and fuel (should automatically inherit group from parent, no need to sync explicitly)
Renamed some profiler samples because Unity
Merge from conditional_models_3
Added warning when skin download fails to start (separate from timing out)
Fixed field rocks sometimes partially overlapping the outermost objects of monuments
Removed some rocks from water treatment plant that were placed outside of the terrain blend map
Fixed various issues with missing terrain carve volume terrain checks on the caves (regression from terrain blend maps)
Fixed checksum mismatch on certain seeds
Consider entities out of bounds if they're lower than terrain zero level
Terrain sockets no longer count as inside terrain if outside the terrain bounds
Only use triangular wall conditional models if aligned perfectly with the roof (not when offset by 1/2)
Stricter construction socket connect distance / angle to fix some minor glitches
Added "alt" topology to specify a second variant of a topology
Added deciduous forests to temperate biome
Removed some rocks from satellite dish monument that were placed outside of the terrain blend map
Completely circumvent PositionLerp logic with lerp.enabled 0 (faster & better for testing)
Fixed terrain anchors on prefab rock formations
Changed ground texture inside deciduous forests to grass
Added deciduous forests around lakes
Forestside topology next to deciduous forests also uses grass terrain texture instead of forest terrain texture
Include more data in the checksum now that the mismatch should be fixed
Applied a number of rock prefab modifications to the rocks_dressing scene so Scene2Prefab doesn't revert them