12,611 Commits over 3,897 Days - 0.13cph!
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Added MaxSlopeRadius / MaxSlopeDegrees to WorldPositionGenerator (can be used for a mission to check for flat ground within a radius)
Added CheckSphereRadius / CheckSphereMask to WorldPositionGenerator (can be used for a mission to avoid certain layers, like player construction, within a radius)
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LoadMapFile has a button to create a new empty / template scene with everything it needs for a map file to be loaded into
Trees have FilterRadius = 2 to ensure some distance from rails
SpawnPopulation contains FilterRadius property to check the spawn filter in a radius
Ensure environment / lighting parameters are updated after loading screens (to prevent outdated lighting until the player starts moving)
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Fixed several spawn populations theoretically being allowed to spawn on rail
Fixed reflection probe / ambient light updating slower than intended
Fixed two of the water treatment plant cylinders making the environment super dark when standing inside them
Fixed error in LoadMapFile when importing terrain of different dimensions than the existing terrain
GetInheritedProjectileVelocity comments
MiniCopter inherits velocity to passenger projectiles, but only in projectile forward direction (no projectile sideways drift)
Stripping BurstDebugInformation folder after build
LoadMapFile uses the cached splat / height map resolution to support loading custom maps
Cherry picking
74307 (wrong branch)
AntiHack.LogToConsole and console messages on player kill contain player position
Edge case fixes of cliffs overlapping rail
Stripping ReflectionProbeEx from everything except WaterSystem (doesn't support our new ambient light, has mostly been disabled for a while)
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