32,214 Commits over 4,018 Days - 0.33cph!
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
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
fixed foot IK spazzing out on Gibs ( eg. loot barrel gibs )
Merge from unity_2017.1.3
Unpacked all materials (for now)
Fixed a few more warnings
Added a couple new convars to control the ai execution.
Improved load balanced execution of AI.
Fixed vm torch not hitting centre of screen, tweaks to anims
Treat warnings as errors - let's see how this goes
Updated bundle split tool
Bundle splits (added a third texture bundle)
Fixed 275 compiler warnings
Added face culling option to core/generic
Fixed minor issue that caused incorrect star positions relative to the sun and moon
Changed remaining core shaders to roughness
Core/generic now matches core/generic (SRM)
Added occlusion (A) to SRM packed map, optional
Fix for UnityShadowLibrary.cginc; touched internal-deferredshading shader
repairing now costs 20% of an items total instead of 50%
repair bench no longer costs wood, 125 metal frags
mountable cleanup
passenger/saddle seat TESTS, relax
searchlight no longer accessable without TC access
bandages and syringes now show their information panel
spelling fixes
Added world reflection quality slider to graphics settings
World reflection quality convar is now saved
Fixed shadows on some building block reflection meshes
Player constructions have their own environment type (no longer share building type)
Improved reflections inside player constructions on quality setting 1
Improved animal flee behavior
Added player building proxy meshes for reflection pass
Added reflection.quality convar (0, 1, 2 - defaults to 0, unsaved for now)
Added reflection.terrain / world / construction / clutter / tree convars (runtime testing)
tweaks to overgrowth materials - temporary until move to current foliage shader
merge from legacy foliage spec
New Forest splat textures (Maybe not definitive)