107,905 Commits over 3,867 Days - 1.16cph!
OnValidate error if LightEx intensity modulation is used with LightLOD intensity fade
Legacy LightEx version (backwards compatibility of existing prefabs)
Fixed LightEx interfering with light fade in / fade out
Only update collider parameters in ConstructionCollision if changes have been detected
Updated wall stability supports for the new colliders
Updated triangle foundation sockets for the new colliders
ConstructionCollision touch
Chicken meat worldmodel uses the right meshes/mats
Keylock uses the keylock model
Pass on building blocks prefabs, collision override setup
Stairs collisions tweaks
Purged some more invalid effect GUIDs
Possible weird fix for stag_footstep meta
Armored metal tier accurate collisions models
Fixed external stone gate skin LOD references
Fixed external wood gate damage effect reference
Fixed client not updating building block grade / protection properties on initialize
Fixed client not updating building block grade / protection properties post network update
Fixed more damage trigger effect references
Sheet metal tier accurate collisions models
Stone tier accurate collisions models
Meta files
Fixed incorect foundation.steps.collision orientation (twig)
Wood accurate collision models
Metal ore decal/impact FX
Rock decal/impact FX
Fixed rivers not using new shader on standalone build
Fixed saving water materials in editor every time quality was changed
General water local reflection tweaks aimed at gap reduction
new footstep impact effects for animals - snow/sand.
Enabled server side collider batching by default
Merge from building_colliders_2
Fixes for nested deploy volumes
More accurate deploy volumes for triangle foundations, triangle floors and foundation steps
Twig tier accurate collisions models
New grenade explosion effect
Upping chest texture res slightly (too muddy)
Adding the jack o lanterns to the misc loot table
Fixed sound class having serialized properties in #if CLIENT
Jack O Lanterns, model/LODs/Prefabs and item defs
Fixed supply signal instantiating its effect incorrectly (now uses effect library)
Fixed parent destruction handling of smoke signal and smoke cover effects (now fade out smoothly)
Fixed incorrect smoke signal sound setup (now uses SoundPlayer)
Less twist on forest grass
Made grass a bit more grounded
Sounds that are set to ignore voice limiting don't block the voice limiting queue