248,621 Commits over 3,928 Days - 2.64cph!
Switched to Async loading for main scene
Added loading ball
Fixed the celeb cam rendertarget size
debris collides with world
Lion-El special move & events
landmines placed on ores now detonate when it's shape changes
World view models for the 6 new melee weapons.
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
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Tagged a number of deprecated entities as deprecated (remove with next network++)
Don't spawn any static, non-gatherable entities like bushes via the population spawn handler (!)
Only spawn entities in world setup if server
setup the mecanim controller for looting on the ground
Trees no longer use the most inaccurate colliders in the industry
Underwater specular occlusion now animated and automatic
Fixed incorrect water fog on OSX/GL
Fixed SSAO on top of water
Reverted water obj to prefab in TestLevel
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Fix repeats of hemp/stone/wood pickup sound
Torch lowering also correctly fades out when lighting it while already running
Fixed light going through furnace walls while fading in or out due to the shadow intensity also fading in or out
Fixed light bleeding through terrain on the base of shadowed rocks in the distance
Fixed incorrect time zone offset
Skip initial resource spawn if a savegame was loaded successfully
SpawnHandler never spawns more entities than allowed
SpawnHandler report contains some more info