33,109 Commits over 4,109 Days - 0.34cph!
Inventory reload properly
Set editor and standalone default graphics quality to highest (for terrain painting, ffs Unity)
Fix inventory exceptions
Log unhandled async errors
fix for Agent must be on active navmesh spam
async exception crash bandaid
Main menu screen by default
Fixed menu panel alignments
Fixed OneActiveSibling being editor only
Split menu into prefabs instead of scenes
fp.steamworks 2 trial by fire
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Bandit town fog:
Half as saturated, slightly more brownish.
Less bright at twilight.
175 render distance.
Enabled incremental GC and added a bunch of convars
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Fixed another race condition in skin unloading that could corrupt loaded skins
Merge from unity_2019.1.0 (now actually 2019.1.1)
Fixed race condition in skin unloading that could corrupt loaded skins
Merge from skin_icons (fixes invisible or weird looking icons on newly approved workshop skins)
Deployer also sets skin ID when deploying to socket (for water purifier)
Fixed some old deployables not having a model component yet (now required to apply skins)
Fixed compound bow arrow missing material
Fixed Rustige Egg base protection
hunting bow icon position update
skin approval, hunting bow icon generation
camera position size zoom independent
fixed bow holdtype rotation
edited 3p poses
Disabled GPU skinning on Linux
fixed arrow visuals
HV arrows now cost metal fragments and have less drag
bone arrows move slightly faster and have a slightly larger radius
bone arrows crafting session produces 3 arrows instead of 2
hunting bow skinnable
bow folder cleanup, 3p anim tweaks
Eliminated GC alloc from BaseEntity.UpdateParenting
Cherry picking #
34904
Bandit town S2P
Updated bow model, vm, holdtype and world
updated vm anims
prefab updates
old mat and file removal
map monument marker fixes
map team readability fixes
fixed red room exit button on small oil rig
small and large oil rig door fixes