195,353 Commits over 4,110 Days - 1.98cph!
floating cities walkway and greybox progress
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Continuing on with floating walkways
Don't add scientist brain twice
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Changed how the EnvironmentVolumeLOD component gets added to EnvironmentVolume objects by using IPrefabPreProcess instead of Awake as this could have caused issues with object pooling
merge from S2P_bugfixes_for_quickfire
Wire back up the refresh button properly
fixed a hole in stairwell_bottom_360 collider
Prevent server listings from being added to the browser twice if they have a tag
smoother transitions out of mine tunnels in military tunnels
improved env volume accuracy in sewer tunnel prefabs
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Changed spoiled produce consume sound
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Added a prevent movement volume near a fence in powerplant in attempt to fix a terrain glitch
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Re add open animations between the pages
Added editor support for play on awake
fixed the culling zone missing a cave segment in cave_large_sewers_hard
Tweaked barricade cover barricadeDamageMultiplier
Merge from foliage_instancing
Added play on awake to flex transitions
Schizlobium - added padding to bark texture and fixed UVs to remove seam on lower LODs
Fixed wallpaper clipping on legacy wood floor, triangle floor, foundation and triangle foundation
Speaker blockout. Spotlight adjust.
split off wood beam on edge of stone tier roof
Set constant for max refresh distance for now
Merge from main to jungle update improvements
Checking in floating walkway progress to switch branch
Merge from environment_volume_lods
Fix issue with max refresh value causing foliage to stop rendering at some locations/angles
Only adding the EnvironmentVolumeLOD component on the Client and changed it to add and remove the component from the enabled spatial volumes set rather than enabling and distabling the EnvironmentVolume component
fixed missing material reference on gibs on jungle floor prefab
Merge from main to naval update
Deleted obsolete metas. Submitting continued work to floating walkways.
Improved transition into train tunnels by a dozen meters - more work is needed for a complete solution
Removed driftwood from buildable caves as it interferes with small deployables
missed a part of the cooling towers earlier. Will get batched into a global S2P later on as more fixes are coming
split the frontier floor planks as detail to allow hiding when wallpaper
merge from cooling_towers_volumes_fix
disabled spatially aware feature on powerplant cooling towers prefabs
merge from jungle_update/jungle_update_improvements (fix - Reduced specular on schizolobium billboards, updated LOD distances to be more in line with other jungle)