30,768 Commits over 3,867 Days - 0.33cph!
fixed uncrouching into ceilings and rocks
Added terrain out of bounds check to TerrainAnchor (only affects very few seeds where the mountain would be placed partially outside of the world)
Entity.isClient set up properly before entity is activated
More INeedsToStartDisabled
Added INeedsToStartDisabled to a bunch of scripts
Tree optimizations
Protocol++ (network)
Fixed re-saving every asset in editor after playing (please give us InstantiateInactive @unity3d)
Second Windows path fuckup
Reverted possible Windows path fuckup which shouldn't have been committed in the first place
fullscreen exclusive mode
Fixed spawn population filters (/blame changeset 7129)
Don't run analytics in editor
Fixed error reporting sometimes failing
Fixed performance regression
Tweaked animal speeds
Added effects.grass
Tweaked spawn counts
Perf/Memory tweaks
added animations for sitting down at a campfire and roasting the ole frank and beans
Fixed terrain parallax on terrain blend shader
Fix SoundPlayerCull and add support for distance based culling
Removed some debug printing
Updated error report urls
Disabled river sound spam
First pass on terrain quality levels
Fixed decals not retiring
Server Cull bush rustling
Disabled PVT by default as it doesn't seem to improve FPS for most people
Fixed missing stack size
Fixed not being able to click on overlay panels (codelock, assign to friends etc)
fixed a bug with the turn in place animations
Re-add river sounds to terrain gen
Fix missing sound references
merge from main/bushrustles
Disabled shader preloading
added impact effects for when player hits cloth
Fixed PrefabPreProcess sometimes completely culling the object, leading to errors/crashes
optimized building explosions some moar
renamed 'Assign to friend' to 'Give to friend'
Updated clothing prefabs to be flesh where necessary (no more smoke effects on impact)
This should fix a bunch of warnings in the server build
enabled gibbing of basecombat objects
Fixed material keyword cleanup tool to avoid Material.DisableKeyword, broken in editor
Cleaned up deprecated shader keywords in all applicable materials to keep us below the limit of 128
Repair bench gibs and some nice lods.