10,552 Commits over 4,324 Days - 0.10cph!
Fixed door protection properties protecting against decay damage
Changed the way upkeep payments are processed so the decay time on the cupboard is more accurate and more intuitive
Cleared map cache
Network++
Disabled LOD upscaling on lots of clutter (less popping)
Removed all remaining objects from the reflection layer (now unused)
Reflection probe uses skybox shader (no directional scattering)
Moving tree stump / log textures to safety
Deleted old unused tree assets
Added environment properties asset to adjust ambient / reflection multipliers and transition speed
Added reflection.terrain / world / construction / clutter / tree convars (runtime testing)
Added player building proxy meshes for reflection pass
Added reflection.quality convar (0, 1, 2 - defaults to 0, unsaved for now)
Player constructions have their own environment type (no longer share building type)
Improved reflections inside player constructions on quality setting 1
Fixed shadows on some building block reflection meshes
Added world reflection quality slider to graphics settings
World reflection quality convar is now saved
Script auto updates (EventType uppercase / lowercase)
Fixed minor issue that caused incorrect star positions relative to the sun and moon
Fixed 275 compiler warnings
Bundle splits (added a third texture bundle)
Updated bundle split tool
Treat warnings as errors - let's see how this goes
Rolling back 2017.3 changes
Merge from unity_2017.1.3
Potential fix for "_MainTex" UI error when opening map
Fixed OnViewModeChanged NRE
Enabled player death database again
Potential fix for another "_MainTex" UI error
Fixed client entity building ID not resetting when pooled
Potential fix for another "_MainTex" UI error
Adjusted reflection quality 1
World reflection quality defaults to 2
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