111,303 Commits over 3,928 Days - 1.18cph!
Fixed ParticleSystemContainer leading to issues on inactive game objects (state uninitialized, trying to call invoke)
Don't create gibs over 500m away
Portacabin cull
Fixed NRE in DeferredMeshDecal, when selecting prefab in project
RendererLOD - complain if target renderers aren't part of the same prefab/heirachy - and try to fix
Scene2Prefab
ParticleSystemCull / ParticleSystemLOD fixes
Changed how NaN damage is ignored (in case early returning leads to issues in Hurt() method overrides)
Deferred mesh decal optimizations; down to nearly zero overhead
more lenient water exit jumping
Added new LOD for shipping containers
Adjusted a jumping puzzle barge to cooperate with water
Fixed instancing in unity std override shaders
changing layer to World on harbor crane
truck and trailers placement polish
spawnpoints setup for barrels, crates yields balance - harbors
Don't allow items to be stacked on items that have been marked as invalid
fix for particles enabling automatically when entering visible range
protocol++
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updated rock entity & lods
Scene2Prefab (static industrial door collider update)
Updated static industrial door collider dimensions
Quote filename when opening renderinfo
Removed ConstructionRenderer (memory, perf)
Disabled MSAA in quality=5 for now
Portacabin colider fixes / glass can be now shot through
Fixed crane rotation and moved flatbeds
Added color and detailST as instanced properties (rock instancing)
Fixed ak, lr300 viewmodels casting shadows