127,492 Commits over 4,109 Days - 1.29cph!
NRE fix in object motion vector
don't do marker effect beyond 30m
New building proximity checks to counteract wallstacking / honeycombing exploits
primitve loot box fbx update, now has a basic bottom
Additional building proximity checks
tree smoke no longer loops
Reindeer antlers headband lowpoly and textures
▅█▆▉▄ ▍▋█▍ + ▉▄▌▋▉▍▌▆ ▄▇▉▄▅▌▍
More shader corrections for 2017.2 (DXT5nm)
Temporarily disabled decal instancing
Skinned Reindeer Antlers and created icon and item prefab. Added Festive Door Wreath model and materials
Added channel description to nature/foliage shader biome mask label
▇▍▇▉▌ ▄▍▇▄ ▄▅▇▋▍▍▌ ▊█▆▉▇▉▇▄
Subtracted disabled decal instancing; get it ready to merge when crash gets patched
Foundations can be attached to other foundations with a half height offset
Foundation and floor placement guides no longer jitter when attaching them to other foundations or floors
FIxed editor NRE in PrefabAttribute when modifying certain prefabs
Added half height walls (needs new models)
Adjusted building block order in the radial menu
Added Building.GetDominatingBuildingPrivilege
satchels that hit other satchels will attach to the first satchels parent instead of falling off
timed explosives no longer act as garrys mod style thrusters on vehicles
if a satchel becomes a dud it falls off the object it was attached to when it moves
satchels that have fallen off their parent are always pickuppable ( no short fuse game)
added bulletproof glass window insert
tree minigame rotates each X less
tree minigame X starts relative to the initial strike position rather than randomly
tree minigame picks one direction to rotate never goes the other way
fix for tree minigame always going right and never left
window bars are thinner on all tiers inserts
bullet proof insert model/gibs/collider
Removed APC from tunnels complex
APC now spawns at launch site
Eliminated the need for client side building socket colliders (better performance with building plan / deployable in hand)