10,554 Commits over 4,324 Days - 0.10cph!
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
Removed red maple bare tree assets (unused)
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Cherry picking corpse NRE fix from Helk's branch
Made PositionLerp more generic to eventually be usable in other projects
Extrapolation time on player entities is clamped to 0.1 seconds
Extrapolation time on NPC entities is clamped to 0.1 seconds as well
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Enabled normal / tangent import on triangular wall conditional models (Windows missing shadow fix?)
Disabled player model pooling by default
Network++
Fixed server use distance regressions
Added pool.debug to standalone builds (only works in development builds)
Save++ because Helk decided to commit all monuments
Network++
Removed some (presumably unintentional) debug logs from auto turret
Properly clear prefab pool when disconnecting from server
Fixed super rare pooling NRE (maybe)
Potential fix for rare issue that could cause dual wielding / player model corruption
Enabled pool.player_model by default again