2,341 Commits over 2,588 Days - 0.04cph!
Rerun s2p on launch site to modify the usual heightmap texture instead
Modify the heightmap texture directly instead of making a copy in s2p
Merge from tunnet_netgroup_fix
Bundle textures next to monument prefabs in the monuments bundle
Merge from tunnel_netgroup_fix
Increase tunnel layer threshold from -40 to -20 so more underground tunnels get network culled from the surface (and the opposite)
Rerun s2p for launch site
Merge from s2p_particle_flatten_fix
Merge from tunnet_netgroup_fix/launch_site_hole_carve
Merge from improved_network_groups/variable_cell_size
Add support for different entity ranges per entity
Internally the overworld now has three overlapping network group grids with different cell sizes
Players subscribe to all layers with different radii
Entities can be configured with a preference for which network layer to place them on
Fix most of the ServerOcclusionGroup tests
Default grid size was too small (it just used out of bounds cells before)
Fixed IsVisibleFrom to also test against the circular radius
Reset some convars that can make the tests fail
Use larger cell sizes for the deep sea network group layer so we can reduce the number of cells we need to subscribe to
Reduce visibilityRadiusDeepSea from 20 to 10 because the radius is in cells and cell sizes are twice as big now
Add support for different cell sizes for network group layers
Subscribe to network groups around the player in a chunky circle instead of square
Raise launch site so its terrain has room to be lowered into the hole (added Tools/Terrain/Raise Terrain for this)
Added an option to SceneToPrefab which automatically lowers the heightmap inside of terrain holes to where colliders are
SceneToPrefab will save the heightmap as a separate asset that only the prefab references
Merge from tunnet_netgroup_fix
Add missing SetApplicationId call for Discord integration
Change the network group layers to use terrain height as a basis instead of planes along the Y axis
Fix truncation of entity IDs from 32->64 bits in FileStorage.Get (thanks Jexs)
This was causing artwork to disappear on some servers
Maintaining control of the flag awards clan score
Flag shows the clan logo on it when being controlled by a clan
Show the clan logo on the map marker too
Show who has control of the flag under the flag's map marker (including clan)
If the flag isn't being carried only show clan name if controled by a clan, otherwise keep showing the last held player
Capturable flag item/entity that you can pick up, move, drop
Location is shown on the map
Merge from discord_sdk_1.8
Upgrade to Discord social SDK 1.8.13395
Hook up RegisterAuthorizeRequestCallback
Update TerrainCopyPaste to generate undo snapshots before pasting
Merge from fix_use_bundles
Editor tool to copy paste terrain sections around
Include all prefabs under Assets/Scenes/Prefabs in the props asset scene for custom maps to use
Merge from server_history_dns
Fix history DNS resolutions not refreshing without a client restart
Automatically migrate servers from steam's server history to favorites.cfg if they have a DNS endpoint configured
Extend favorites.cfg to also hold the 50 most recently played servers, with the favoritesEndpoint DNS record saved instead of IP:port if available
Merge from steam_timeline
Mostly remove a per frame OverlapSphere when updating the camera to check if it's underwater
Fix HttpImage attempting to delete asset/builtin textures when the remote image fails to load
Get rid of the pooling for SteamFriend to fix game invites going to the wrong player
Fix menu prefabs not preprocessed in place after death_screen_optimize merge (broke Use Bundles too)
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
Merge from httpimage_cache
Fix HttpImage not working with extensionless image URLs