12,521 Commits over 4,018 Days - 0.13cph!
Added additional pool safety checks inside the editor (disabled in standalone)
Fixed duplicate network IDs on oilrig after server restart
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Applied locker spec color fix to previously missed skin 2656590153
Applied locker spec color fix to previously missed skin 2656590153
Applied locker spec color fix to previously missed skin 2929539528
ManifestProcessor duplicate skin ID fix
Locker skin reimport (manifest update)
ManifestProcessor to resolve locker skin issues
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Various fixes and improvements:
- foundation & foundation.triangle floor creation gibs spawned the gibs of all conditional floors instead of just the chosen one
- wall.low & wall.half were having issues with the randomization of their variants
- upgrading a roof to frontier kicked the player out of the game (NRE)
- foundation walls now correctly randomize their variants (each side can have a different variant)
Fixed fishing villages spawning inside harbors
Applied A, B and C variants to frontier wall
Added ModelConditionTest_Variant to add multiple variants of the same conditional model
Prefab reserialize for Unity 2021
Materials after prefabwarmup (definitely not enough)
Attempt to fix triangle floor / triangle roof stability edge case after server restart
Merge from experimental/release (Unity 2021)
Merge from experimental (Unity 2021)
Attempt to fix client / server terrain mismatch where rail connects to monuments
Ice lake terrain anchor fixes that could lead to terrain overlaps with small monuments
Additional rail / road checks for several cliffs
cliff_tall_pinch_b terrain anchor tweak to fix overlap with train tunnel entrance
Fixed edge cases of rail and road passing too close by monuments
Fixed ring rail sometimes cutting too close by monument rail connection points, leading to poor looking rail connection
Added planarslice convar to specify how many planar reflections to update per frame