200,015 Commits over 4,140 Days - 2.01cph!
SpawnHandler never spawns more entities than allowed
SpawnHandler report contains some more info
Skip initial resource spawn if a savegame was loaded successfully
Fixed light bleeding through terrain on the base of shadowed rocks in the distance
Fixed incorrect time zone offset
Fixed light going through furnace walls while fading in or out due to the shadow intensity also fading in or out
Torch lowering also correctly fades out when lighting it while already running
Fix repeats of hemp/stone/wood pickup sound
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Fixed incorrect water fog on OSX/GL
Fixed SSAO on top of water
Reverted water obj to prefab in TestLevel
Underwater specular occlusion now animated and automatic
Trees no longer use the most inaccurate colliders in the industry
setup the mecanim controller for looting on the ground
Only spawn entities in world setup if server
Don't spawn any static, non-gatherable entities like bushes via the population spawn handler (!)
Tagged a number of deprecated entities as deprecated (remove with next network++)
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Moved all decor on the terrain layer to the world layer (terrain layer no longer required for grass to grow on them)
Static flag cleanup
World view models for the 6 new melee weapons.
landmines placed on ores now detonate when it's shape changes
Lion-El special move & events
debris collides with world
Fixed the celeb cam rendertarget size
Switched to Async loading for main scene
Added loading ball
added opacity sliders to forcefield shaders, added in, idle and out anims to forcefield and forcefield sparks controllers
WIP Lion-El running hit anims
Fixed various issues with construction placement inside caves and on terrain blended rocks
Added GamePhysics class (physics wrapper with custom hit verification for things like terrain collider carving)
Tweaked arid biome rock texture splat tint