34,604 Commits over 4,444 Days - 0.32cph!
Fixed RHIB glitchy visuals under shader level 300
Bandit guards are now more reactive to explosives.
Guards put at base level of dredge.
Bandit town scene2prefab.
Ambience fix for real this time
Fix custom spread curves sometimes being stomped by modulation
Tree fall sound tweaks
Removed asset bundle splitting, see if that works
8x scope, materials, prefab and collision mesh
L96, prefab, materials and collision mesh. (includes world model, same with 8x scope)
changed size of L96 normals
Include skins in main install
Fixed build server moving texture bundles to wrong folder when using -buildTo
Fixed exception on workshop skins that aren't installed at all and only exist in the cache
fixed boats decaying while in use
Rebundling textures so future additions only require 1-2 bundles to be changed
Radtown loot prefabs respawn automatically if not spawned via spawn group (for custom maps)
Underwater crates sync position
Added prevent_building_cube and prevent_building_sphere prefabs (custom maps)
Fixed imposter billboard orientation in shadow pass
Added culling.debug filtering by camera culling mask and debug layer filter
Fixed skins still downloading even if shipped with the game (regression from 28022)
Fixed skinned mesh renderer bounds not always refreshing when rendering icons (could lead to odd icon scales)
Rebuilt all skin icons
Fixed recurring GC allocs in postopaque, deferredext, water, atmosvol, TAA, bloom and articulated occludee
eliminated GC allocs from nametags
removed GC allocs from hostileNote
removed GC allocs from LookAtPlant
Eliminated GC from TOD image effects
inventory.give takes item condition as an optional third parameter
added recycler just outside bandit town casino
!fixed disable broadcast on shopkeepers oops
fixed being able to turn recycler on/off if you are not the user
fixed invisible supply signal smoke
removed debug.logs
pumpkins and corn and now stackable and no longer have condition
skin approval files
Added workaround for QualitySettings.masterTextureLimit not working properly with arrays
Fixed terrain texture resolution not reacting to changes in graphics quality level
Fixed censor cube glitches around smoke grenade
Fixed small mismatch in water fogvol
can throw smoke grenades farther
smoke grenades stack to 2
Fixed animal spawn loop when admin-spawning them via spawn console command
Merge from prefab_pooling_3
Removed some holster effect prefabs with missing sound references
Fixed building conditional model prefab bundles
Fixed missing conditional model references on wooden wall
Fixed prefab pool warmup only being executed on first server connect
Fixed some entities and construction conditional models pooling on the server, which is not supported
Run prefab pool warmup after loading the level scene (otherwise some warmed up prefabs will be destroyed)