12,523 Commits over 4,018 Days - 0.13cph!
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Fixed several client-only projectile instantiates calling SetActive instead of AwakeFromInstantiate (this would leak with pooling, although none of these currently appear to be using pooling)
BaseProjectile.ServerUse correctly returns its temporary hit list to the pool
SetFlag invalidates network cache even if called without sending a network update
SendIONetworkUpdate no longer calls InvalidateNetworkCache (since it is now correctly done in SetFlag)
Upgrade MeshColliderCookingOptions to the new default value that includes UseFastMidphase when preprocessing prefabs (hopefully temporary)
Fixed map cache texture resolution backwards compatibility on 2019.3 (only affected maps over 4k)
Fixed Spawn / SetParent order in BaseVehicle and MotorRowboat ("changing network group to null" warning spam)
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BasePlayer.lookingAt, lookingAtEntity and lookingAtCollider return real null if lookingAtEntity is set but invalid
Subtracting
46562 (ring road once again on 3k maps)
Only generate ring road on 4k maps or larger
Fixed minicopter and scrap transport helicopter spawn filter regression (causing them to cluster up too much)
Fixed road mesh being placed slightly too high when loading a map from disk
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Updating libRustNative.so (Linux server)
Fixed various cases where roadside monuments could be placed in a way that they were partially floating
Better shuffling when attempting to place roadside monuments
Restoring Linux RustNative
Removed road mesh offset of 0.01m (makes it hover too much)
Adjusted roadside monument loot spawns on tier 1 and 2
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River mesh import settings fixes
Fixed ring road not having any vertical smoothing applied (was overwritten after roadside monument placement)
Only attempt to generate ring road on 3k map or larger
Cull river and road meshes at 1000m
Use 4 anchor points to generate ring road on small maps, then 8 at 5k or larger
TreeEntity: Changed OnDrawGizmos to OnDrawGizmosSelected (editor performance)
Snap vertices to terrain at start and end of the path meshes
Fixed off by one in PathInterpolator (resulting in slightly incorrect path positions)
Don't start building the navmesh if ai.move is false and nav_wait is false (i.e. in the editor -- eliminates a lot of editor stuttering on large maps)
In the editor, disable autoSyncTransforms when spawning populations (saves 20s in server loading time on a 4k map when no save is being loaded)
Reduced road direction randomization ("wobbliness") at layout stage by 60%
Fixed powerlines not spawning along the ring road
Reduced road terrain offset from 0.05 to 0.01 (looks better after the previous fixes)
Fixed some edge cases where the road could clip into the terrain
Fixed path mesh scale fuckups (fixes road and river texture tiling)