5,953 Commits over 4,171 Days - 0.06cph!
Facepunch.Steamworks meta files
Fixed building ID regression on newly created buildings (changeset 24670)
Weather (currently only fog) is randomized every 18 hours, fades over 6 hours
Fixed washed out sky around noon in temperate and arid biomes
Network++
Fixed stars being occluded by atmosphere fog at night
Slightly darker sky at midnight
Road grass decor aligns to normal
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Added terrain anchor placement mode (minimize terrain error or minimize object offset)
Fixed junkpiles sometimes spawning partially on roads
Fixed junkpiles sometimes spawning in rather weird positions (too far above the terrain)
Cache player building privilege once a second on the client (performance)
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Fog density no longer changes per biome (unfair advantage when looking in from a different biome)
Improved global fog calculation (plane no longer ignores fog, fog has identical density from A to B as from B to A)
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Fixed moon brightness regression
Fixing a GameObjectRef (build warning)
Fixed "lock" game object on shopfront being on unnamed layer
Fixed options being invisible until toggled when opening options tab in main menu
Fixed UI.Options.KeyBind trying to change its name all the time
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Junkpile spawn tweaks
Always show loot container health
Increased junkpile spawn attempts
Merge from weekend_branch_6
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Retired "Viewmodel" layer as it is seemingly unused
Workshop skin download rewrite (performance, memory, robustness)
Show number of queued skins when perf >= 9
Fixed profiler sample mismatch
Only check workshop download status once a second
Game objects tagged with "Server Cull" or "Client Cull" are deleted even if they have components on them (for example animal GameTrace collider on the server)
When culling components from objects, nominate the game object for deletion as well (but only if it had removable components on it)
Removed some test / debug convars that should no longer be used
Fixed editor error from removed convars
Admins can get combat log of other players
Skin icon loading rewrite (performance, memory)
Some more workshop skin profiling
Only cull game objects we culled components from when they don't have any children
Fixed skin icons not calling apply after loading
SwapArrows is IClientComponent
Fixed bear skeleton properties referencing the prefab instead of the mesh
Don't recalculate mips when applying skin icon (already done in native code)
Use default item icon for skinned items until the skin is loaded
All item icons can be up to 512x512 (+ double checked they're compressed)
Log warning when icon dimensions on an item are off
Changed the way default icons are used before a skin icon is loaded because Unity
Unity can't resize compressed textures, so don't try to do so
When anti hack is disabled, send warning to admins whenever they connect