108,619 Commits over 3,867 Days - 1.17cph!
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Move flame turret and auto turret budgeted update into the sync transform window
Budget Auto Turret target scan (0.5s)
Cancel TimeoutTurn invoke if game ends
Delete 95% of the CCTVRender code (RIP)
Recycle the rest for rendering special screenshots
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mine tunnel material fix
remnant container shadow proxy tweak
fixed an incorrect cliff LOD terrain mask
arid double stack cliff prefabs
near final cliffs spawn settings, coverage is good, collision minimal and doesn't take too long
experimenting with stacked cliffs prefabs
friday fixes - airfield, satdish, dome
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Fixed issue with parallax
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Fixed an icesheet floating in the sky
Allowed ice sheets and shore ice to spawn on the lake topology
Scaled down all ice sheets to make them feel more realistic
Moved ice sheets further from the edge to make it easier for them to spawn
Tweaked arctic grass spawn rules to avoid growing on shore ice near lakes
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RustNative update (HDRP backport terrain heightmap baseline to fix coastal cliff and beach spawn issues while attempting to roughly maintain current inland heightmap)
Another round of clean up and deleted some unused code/files.
ProceduralMapEmpty test scene for just the heightmaps
Remove an unused test RPC.
Codegen
Refactored a bunch of design start/stop to a central place. Brain now remains clientside, updated prefab realm/removes.
Disable server side gameobject enabling/disabling every frame on hot air balloons
Floating junkpiles no longer run buoyancy if no players are nearby
Less arm twisting on IK position
Remove any lingering scrap in the pot when loading a save
You now need to hold space down for a second to dismount the card table while in game
Fix up the card send/rec RPC
Final(?) card material update. Looking good in all lighting situations now.
Change card material again
Added a notification when a player leaves the game
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Fixed another leaving game edge case