32,627 Commits over 4,048 Days - 0.34cph!
fixed invisible supply signal smoke
removed debug.logs
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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
inventory.give takes item condition as an optional third parameter
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Eliminated GC from TOD image effects
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removed GC allocs from hostileNote
removed GC allocs from LookAtPlant
eliminated GC allocs from nametags
Fixed recurring GC allocs in postopaque, deferredext, water, atmosvol, TAA, bloom and articulated occludee
Fixed skinned mesh renderer bounds not always refreshing when rendering icons (could lead to odd icon scales)
Rebuilt all skin icons
Fixed skins still downloading even if shipped with the game (regression from 28022)
Added culling.debug filtering by camera culling mask and debug layer filter
Fixed imposter billboard orientation in shadow pass
Added prevent_building_cube and prevent_building_sphere prefabs (custom maps)
Underwater crates sync position
Radtown loot prefabs respawn automatically if not spawned via spawn group (for custom maps)
Rebundling textures so future additions only require 1-2 bundles to be changed
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fixed boats decaying while in use
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Fixed exception on workshop skins that aren't installed at all and only exist in the cache
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Fixed build server moving texture bundles to wrong folder when using -buildTo
Include skins in main install
changed size of L96 normals
L96, prefab, materials and collision mesh. (includes world model, same with 8x scope)
8x scope, materials, prefab and collision mesh
Removed asset bundle splitting, see if that works
Fix custom spread curves sometimes being stomped by modulation
Tree fall sound tweaks
Ambience fix for real this time
Bandit guards are now more reactive to explosives.
Guards put at base level of dredge.
Bandit town scene2prefab.
Fixed RHIB glitchy visuals under shader level 300
Potential ambience fix #2
Fixed RHIB disappearing on server restarts