33,644 Commits over 4,140 Days - 0.34cph!
Fixed OneActiveSibling being editor only
Fixed menu panel alignments
Split menu into prefabs instead of scenes
fp.steamworks 2 trial by fire
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Bandit town fog:
Half as saturated, slightly more brownish.
Less bright at twilight.
175 render distance.
Enabled incremental GC and added a bunch of convars
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Fixed another race condition in skin unloading that could corrupt loaded skins
Merge from unity_2019.1.0 (now actually 2019.1.1)
Fixed race condition in skin unloading that could corrupt loaded skins
Merge from skin_icons (fixes invisible or weird looking icons on newly approved workshop skins)
Deployer also sets skin ID when deploying to socket (for water purifier)
Fixed some old deployables not having a model component yet (now required to apply skins)
Fixed compound bow arrow missing material
Fixed Rustige Egg base protection
hunting bow icon position update
skin approval, hunting bow icon generation
camera position size zoom independent
fixed bow holdtype rotation
edited 3p poses
Disabled GPU skinning on Linux
fixed arrow visuals
HV arrows now cost metal fragments and have less drag
bone arrows move slightly faster and have a slightly larger radius
bone arrows crafting session produces 3 arrows instead of 2
hunting bow skinnable
bow folder cleanup, 3p anim tweaks
Eliminated GC alloc from BaseEntity.UpdateParenting
Cherry picking #
34904
Bandit town S2P
Updated bow model, vm, holdtype and world
updated vm anims
prefab updates
old mat and file removal
map monument marker fixes
map team readability fixes
fixed red room exit button on small oil rig
small and large oil rig door fixes
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cave large sewers hard layer fixes (OOB exploits)
bunker.door.static prefab on world layer
bandit town safezone tweaks
static bandit at recycler ladder bottom to prevent abuse
Merged skin approval files from easter branch
prevent players exploiting inside large furnace
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