5,912 Commits over 3,867 Days - 0.06cph!
Moved grass shadows setting from "experimental" section to "graphics" section in the options menu
Enabled all of the cubemap ambient light features by default and removed the two experimental toggles from the options menu
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Attempted fix for MLRS being enabled in hardcore mode until the first server restart
Removing SceneToPrefab label from UI.Ingame.LootPanels scene since we have started editing those prefabs directly (accidentally running S2P on this would overwrite those changes)
Scene2Prefab full (except UI prefabs)
Merge from furnace_ui_rework
NRE fix in KeyCodeEntry.ProcessLastNumberInput
Unpacking a few child prefabs on train_tunnels prefabs since they seemed to be serialized in a non-deterministic way, slowing down builds due to re-serialization
Ran "Reserialize All Prefabs" to ensure these changes don't have to happen on the build server over and over (this commit affects 6404 files)
Cherry picking "Tools/Update Loot Tables" NRE edge case fixes
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Added adminlight convar (same as admintime, useful to test lighting)
Unlocking Day.LightIntensity and Night.LightIntensity so they can be set higher than 8
Updating Steam server libraries (Steam networking fixes)
DLSS is temporarily forced off (causing performance issues with Unity 2020)
Merge from experimental (Unity 2020.3.34f1)
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Fixed initial entity snapshot not getting sent at timestamp 0 when starting a new demo record, meaning entities won't exist until after the first frame (server side fix)
Global tree billboards work in demos (maybe, needs testing)
Fixed riverside topology not generating
Fixed terrain height mismatch around rails on the client (terrain around rail sitting slightly higher than on the server, needs map file clearing on the client in order to apply)
Don't generate rail below 4250 world size for now (takes too much space away from monuments, will try and find other solution next month)
Fixed another edge case of giant excavator overlapping rail
Hot air balloon implements GetLocalVelocityServer and GetAngularVelocityServer (fixes projectile rejects when moving fast)
Removing osx steamworks libs (doesn't look like they're being used at all, and we don't even build the osx server either)
Updating Steam libraries to latest
Reapply build folder cleanup (fixes old catalogue files sticking around after subtract)
Merge from SteamNetworking_MultiLane_4
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Fixed "Client integrity violation" when connecting to staging server
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Subtracting SteamNetworking_MultiLane_3 while we're waiting for a hotfix for certain servers no longer showing up in the server browser
Updating steamclient libraries to latest
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