10,554 Commits over 4,324 Days - 0.10cph!
Fixed "Attempted to create Sound from null SoundDefinition" when picking up some items
Added additional info to entity console commands
Added entity.find_status console command
Fixed rare orphaned client side entities
Use world cache in the editor by default as well when running only the client
Fixed thrown items sometimes being invisible until they hit something (projectile pooling bug)
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Projectile trail renderer is invisible for the first 6 meters
Merge from projectile_trajectory
Network++
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Added dummy floor socket at half height of the full wall (support only)
Include wall sockets in building proximity checks
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No longer send entities that aren't in any network group to all connections (this should never happen)
Optimized sending of packets to players in a radius
Limit crafting queue length to 8
More sane upper limit for how many items to craft in a single crafting queue entry (limited to item stack size, 10 for unstackable items)
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Renamed UpdatePositionFromNetwork to SetNetworkPosition
Renamed UpdateRotationFromNetwork to SetNetworkRotation
Made PositionLerp more generic
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When reloading / firing crossbow, only show / hide the arrowhead game object instead of the entire rig
Crafting queue item drop radius tweaks
Removed ancient code to ignore multiple position ticks that were received in a single frame
Fixed server / client time offset corruption when receiving ancient entity ticks (e.g. when having both AI dormant + network caching enabled)
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Don't use triangular wall conditional model if there's a neighboring wall attached to the invisible side
Fixed server side stair collider rotation sometimes being incorrect after rotating
Better wall stacking prevention via new building proximity component (reduced false positives and false negatives)
Fixed client / server time offset being wrong when the client has been running longer than the server (regression from 26545)
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