10,922 Commits over 3,959 Days - 0.11cph!
Save / load water junkpiles
Fixed Linux release build getting written to debug folder (classic andre)
Fixed censorship pixelation sometimes getting enabled even though underwear is enabled (for example when equipping bone armor)
Fixed game manifest update not assigning prefab IDs (regression from Unity's new prefab system)
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Fixed NPC moving all fucked when traversing navmesh link (classic)
TriggerParent doesn't parent entities that are already parented (to fix cargo ship water junkpile issues)
Fixed NPC entities snapping to world origin while traversing navmesh links
Delayed junkpile loot spawn slightly to avoid null group warnings from JunkPileWaterSpawner parenting
Added physics.ragdollmode to set client side ragdoll collision mode
Changed physics.droppedmode to integer, now also support "continuous" (1) and "continuous speculative" (3)
Workaround for muzzle flash position bug
Added engine time to EnvSync for Diogo
Updated Facepunch.Steamworks
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Added editor "relax" console command (sets relax pose on player)
Attempt to fix editor crash from terrain asset corruption when switching around terrain paint modes
EAC SDK update, second attempt
Prefab processing uses instance instead of asset in standalone, similar to editor (~10% faster loading / instantiate on SSD)
Exclude standard assets from FileSystem_Warmup
Added DDraw shader to AlwaysIncludedShaders
Order network group subscription order by distance to player
LOD, renderer, collider and foliage grids extent beyond terrain size to support offshore stuff
Added monument offshore placement logic (used by oil rigs)
Fixed various UI panels using GameObject instead of GameObjectRef
CodeLock.keyEnterDialog is GameObjectRef
Removed some shaders from "AlwaysIncludedShaders" that may no longer be required