33,188 Commits over 4,109 Days - 0.34cph!
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boats kick players if their head position impacts a solid object
boat deals damage to players based on velocity if their head impacts a solid object
!boat peek exploit fix
can not mount moving boats with drivers unless they slow down
Disabled some boat debugging
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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
Upgraded ppsv2 to latest
Fixed annoying benign glcore compile error (unity bug + ppsv2)
Fixed underwater horizon artifact
Fixed a few shader compile warnings
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Fixed underwater ocean rendering glitch when looking up
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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Fixed broken lighthouse UV's
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Renamed UpdatePositionFromNetwork to SetNetworkPosition
Renamed UpdateRotationFromNetwork to SetNetworkRotation
Made PositionLerp more generic
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Fix for potential material-related NRE in water rendering
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Attempt at fixing Dormant AI wakeup bug.
When reloading / firing crossbow, only show / hide the arrowhead game object instead of the entire rig
More work on dormant ai bug.
Even more work on dormant ai bug.
Fix for dormant ai related changes.
Placeholder diving mask and fins art
Started expanding Scientists with more spawn control and mobility features.
Subtracting
26515 &
26516 - Fix for players unable to loot dropped items
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Fixed a spawn bug with Animals that would prevent them from coming alive.
Stole Bill Lowe's WaypointSet from Ruin.
Support for target marking in AI.
Merged from /fps_clothes_implementation
Fixed server browser randomly missing servers on reorder
Fixed fps clothing not being bundled
Crafting queue item drop radius tweaks
Removed changes that failed to fix Dormant bug.
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)