108,629 Commits over 3,867 Days - 1.17cph!
Named some command buffers; profiling stuff
Optimized NaturalBloomAndDirtyLens using low precision/bw encoded scratch buffers; 2x faster in both quality modes on d500 @ 2560x1440; perceptually identical
Updated Main Camera prefab
GamePhysics now also verifies enabled state of collider (in case collider was disabled after the most recent LateUpdate)
GameTrace causes less GC load and uses GamePhysics as its backend
Fixed tool cupboard deployment guide rotation
Fixed research table being offset realtive to its placement guide
Subtracting that bloom effect toggle
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Fixed bloom and lens dirt effect still running when disabled in effects UI
Switched to low res buffer in eye adaptation effect (halved time on my D500); updated Main Camera prefab
Made wetnes underwater spec occlusion fadeout more aggressive
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Fixed "Dimensions of color surface does not match dimensions of depth surface" error when resizing viewport
Fixed cave triggers not existing serverside
Fixed some code that set Random.seed without reverting it (this probably doesn't matter at all, but it helps me sleep at night)
Added test cave to CraggyIsland
Cliff topology blocks grass again (!)
lowered sandbags barricade
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Tweaked arid biome rock texture splat tint
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)
debris collides with world
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
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
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