5,909 Commits over 3,867 Days - 0.06cph!
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Tweaked rain max collision shapes to something that works with the previously tweaked particle lifetime
Disabled particle blending on raindrops and impacts so you see some of them when looking straight down (petur approved)
More tweaks to rain particle lifetime after testing additional scenarios
Fixed sky dome having fog + evening time saved on its prefab (annoying in the editor)
Weather effect emission rate uses 3D distance instead of 2D distance (better perf inside large bases)
Reverting rain max collision shapes (changeset 55163)
Reduced rain max lifetime (fixes perf issue in certain conditions where rain drops fall very far, fixes rain drops sometimes falling through bases due to max collider shape limit)
Increased rain max collision shapes since it was raining into bases in some locations (potentially an issue from the faster speed?)
Stormy rain implementation
Fixed ParticleSpawn benchmark NRE
Added placeholder storm weather preset
Enabled randomized weather
Network++
Slightly less ugly version of
55126
Eliminated 60B of GC per frame from Climate.Update
Proper merge from weather2
Added rain weather type to WeatherPreset
Enabled aurora borealis at night in the arctic biome
Fixed WeatherEffect update not properly starting after the loading screen
Server versions of weather.load, weather.reset and weather.report
Small typo, shouldn't affect anything
Particle grid emission rate also takes camera velocity into account
Testing high collision quality on rain and snow
Better camera velocity offset in particle grid
Fixed climate system not initializing on the server (causing several NREs)
Fixed effect systems updating during the loading screen
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Latest non-beta Steam DLLs for Windows and Linux dedicated servers
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Changed demo.splitmegabytes default value to 200 (from 100)
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▄█▆▅▅▋▌ ▌▊▉▆▋ ▇█▋▋▊▆▇▉▊▋ ▉▉▅▅ ▍▇▊▍ / ▆▌▌▆▉▊▌██▌
▄▊▍▊▍▅▋++
Updating Facepunch.Steamworks
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▉▌▄▅█▊▅++
Roof left and right side trim conditional models are applied to both client and server (for the collider, fixes fly hack false positives)
Do entity order validate before calling CreateOrUpdateEntity so the counter isn't corrupted if CreateOrUpdateEntity throws an exception
Include additional info in disconnect message when entity order validate fails
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