10,556 Commits over 4,352 Days - 0.10cph!
Accept any rivers that end in the jungle biome beyond the typical max river count
Reduced min distance between rivers a bit
Spawn 3 copies of ue_jungle_swap_a for now until we get more variants
Added refresh_foliage console command
Texture streaming workaround (make sure it's disabled at startup under any circumstances until the graphics qualities are loaded, so it's at most only changed once from disabled to enabled, never from enabled to disabled)
Added jungle swamps to World Setup prefab
Fixed several sound trigger references on new jungle foliage
Jungle foliage prefab DoPrepare
Added position / rotation information to debugboatissue
Jungle avoids even more transition areas from temperate to other biomes
Merge from jungle_biome/jungle_foliage
Fixed various spawn population filters
Jungle has forest splat
Jungle has alt topology (including nearby forest / forestside areas to prefer deciduous trees next to jungle, looks slightly less odd)
Jungle avoids transition areas from temperate to other biomes
Monument biome filter adjustments
Moving jungle ruin prefabs to jungle_ruins spawn folder
Merge from train_tunnel_altitude_2
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Adding Hidden/DebugLine shader to always included shader list
Merge from fast_debug_draw
Skin bundle update (part 2)
Skin bundle update (part 1)
Merge from rotation_parent_fix_2
Fixed more cases of some underground train tunnel triggers sticking out of terrain
Disable projectile refraction on projectiles with noGravity set (AutoTurret)
Speed up slow projectiles fired from AutoTurret to minimize delay
Merge from menu_friends_list
Fixed cases of some underground train tunnel triggers peaking out of terrain
Fixed underwater labs colliding with underground train tunnels at the new altitude
Merge from primitive (few merge conflicts in this one)
Rearranging to hopefully get a better merge diff
Delay damage and impact effect on BaseProjectile.ServerUse by projectile travel time if it's more than 200ms
Fixed Projectile.noheadshots not resetting when a projectile is pooled (old bug, the only issue from this I could find is relatively minor: the parameter could leak from authoritative projectiles into effect projectiles of the same type, causing incorrect visuals for effect projectiles; thankfully it could not leak the other way around)
Moved the reset of some variables from Effect.Init to Effect.Clear to avoid duplicating that code into all Effect.Init overloads
Fixed missing reset of the new distanceOverride in one of the Effect.Init overloads, which caused it to leak from AutoTurret arrows into player arrows
Moved effect projectile gravity bypass to Projectile.noGravity
Fixed TerrainTexturing.Instance not being updated in Setup()
Added EnvironmetnVolumeCheck to cliff_coastal
Fixed issues on world sizes that, when divided by 216 and rounded down, resulted in an even number
Editorconfig updates (end_of_line = lf, insert_final_newline = true, resharper_csharp_wrap_lines = false)
Added ApplyEnvironmentVolumeChecks to SpawnHandler
Added EnvironmentVolumeCheck component to divesites