11,009 Commits over 4,048 Days - 0.11cph!
Building deployable prefabs
SpeedTree parameter updates for 5.3
Fixed rare issue where GameTrace would incorrectly ignore a hit on a static concave mesh
Fixed test cave messing up CraggyIsland
Got rid of server hierarchy group (messes up some DontDestroyOnLoad stuff)
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Fix for roadside decor sometimes spawning too close to each other
Removed Xmas event from default event schedule
Reorganized event schedule (now prefab based)
Rain forces more fog and clouds
Rain tends to be more intense when it happens
Atmosphere fog reduces view distance more intensely
Don't spawn grass on the cliffside topology
Fix for occasional floaty decor objects
Removing legacy water shaders, see if that works
Added OpenGLCore to Windows build settings (for asset bundles on the build server)
Sleeping bag exploit fixes
Merge from procgen11.1
Network++
Save++
Splat adjustment of roads and rivers also use editor padding / fade parameters
Allow attaching roofs to the bottom of other roofs again
Roof exploit fix
Stability diminishing returns
Various building block placement quality of life improvements
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Procedural river / road parameters are exposed in the generation scripts (for roads these will eventually be defined by the road connection nodes of monuments)
Fixed rivers occasionally going through monuments
Fixed monument fadeout noise occasionally leading to floating objects
Fixed some cave_small prefab fuckups
Fixed monuments occasionally messing up rivers
Server size / seed / salt convar writeback
These look like they can be deleted
Dropped item rigidbodies correctly copy drag and angular drag if specified
Coverting a bunch of world model colliders to primitive colliders (should fix items falling through ground)
Increased sheet metal building part base health to 750HP
Config file loading debug output
LightLOD performance regression fix
Developer tools for the F1 panel
Fixed tree skins missing from asset bundles