110,878 Commits over 3,897 Days - 1.19cph!
FIxed editor NRE in PrefabAttribute when modifying certain prefabs
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
Subtracted disabled decal instancing; get it ready to merge when crash gets patched
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Added channel description to nature/foliage shader biome mask label
Skinned Reindeer Antlers and created icon and item prefab. Added Festive Door Wreath model and materials
Temporarily disabled decal instancing
More shader corrections for 2017.2 (DXT5nm)
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Reindeer antlers headband lowpoly and textures
tree smoke no longer loops
Additional building proximity checks
primitve loot box fbx update, now has a basic bottom
New building proximity checks to counteract wallstacking / honeycombing exploits
don't do marker effect beyond 30m
NRE fix in object motion vector
Re adding mushroom changes
Another stab at fixing player/animal motion blur popping when swapping LODs (less costly)
Removed mushroom changes.
Sockets / constructions can check if they can connect to other sockets / constructions at a simulated position and rotation (before placement)
Eliminated ConstructionLink, NeighbourLink and StabilityLink special cases (now all using EntityLink)
Other biome flower tweaks
Added convar to alter Navmesh Obstacle behaviour.
Animals should die less on spawn during server startup (if at all).
Candy cane club lowpoly and textures
Added configurable intermediate format for PostProcessLayer
Fixed player preview background
Primitive lootbox fbx/materials/prefab/gibs/textures
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Tweaked NPC attack offsets.
Dormant agency for NPCs support Dynamic Navmesh.
Entity Query has special grid for player queries.
Custom navmesh terrain mesh now respect nav_wait.
Cleared some gc from AI systems.
Subtracted 23812; needs a better approach
Fixed sporadic edit-only error in PostProcessLayerEditor.OnEnable