121,143 Commits over 4,018 Days - 1.26cph!
reverting
25447 - new forest splat aint working visually
overgrowth materials to core/foliage end
Added itemskintimeout convar
Added workshop skin download timeout / skip
Misc touch-ups and fixes for AI.
Disabled warnaserror on this branch
Spicebush prefab settings
Disabled core/foliage translucency for indirect lighting; requires indirect shadowing to work properly
Removed redundant Hapis APC path files
Fixed foliage shader face culling defaulting to back
Moved derive tangents to coreutils
Added two-sided lighting option to core/foliage and core/generic; moved + cull to top
Added shadow bias and intensity control to core/foliage
Fixed tint not applied on translucency in core/foliage
Replaced core brdf luminance function; touched relevant shaders
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Adjusted reflection quality 1
World reflection quality defaults to 2
Misc convar description spelling
Misc options menu spelling
Bed can be repaired
Bed can be picked up with hammer + building priv
Potential fix for another "_MainTex" UI error
Fixed client entity building ID not resetting when pooled
Cherry picking
25518 for bawng
Ensure locker, bed, workbench destroyed if construction placed on no longer exists (ground watch tweaks)
Fixed core/foliage edge mask default values causing clipping errors
optimized the footIK (it ignores the "debris" layer)
Chainsaw for goosey/ prefab/fbx/ textures/materials
Potential fix for another "_MainTex" UI error
Enabled player death database again
Fixed OnViewModeChanged NRE
Potential fix for "_MainTex" UI error when opening map
Military tunnels entrance lighting volume fix
fixed foot IK spazzing out on Gibs ( eg. loot barrel gibs )
Merge from unity_2017.1.3
Rolling back 2017.3 changes