193,418 Commits over 4,079 Days - 1.98cph!
Fixed material / memory leak from mining quarries
Eliminated GC allocs from MaterialColorLerp.RefreshRenderers
Eliminated GC allocs from PlantEntity.UpdateSkinParameters (called from PostNetworkUpdate)
Navmesh Link improvements
Packed train track and wagon material set (8 materials)
Fixed case where material packer ignores maps that match perfectly
Fixed ignoring non-opaque materials for texture usage report
Re-enabled dynamic batching (too many changes on staging this week, let's compare again next week)
Eliminated needless group creation when trying to destroy an empty network group on the client
Eliminated GC allocs from BaseNetworkable.NetworkDestroy
Removed DX9
Switched roof tops to use own layer
Building collision now generates from lowest point
Fixed roof height
Fixed NRE in edit mode
Packed high external wall LOD material
Disabled detail layer in high external stone wall
Just use prefab name on the client in Entity.ToString() to avoid GC allocs
Eliminated GC allocs from MaterialReplacement
Eliminated GC allocs from ItemContainer.Load
Fixed metallic scale in metal_beam_b_refinery_lod (e.g. large furnace)
Adjusted some memory pool sizes
OnInventoryChanged profiling
squad editor help text change.
Map buttons now should correct game mode for that map
GameCam rotation input polling can now be locked/unlocked.
Locked camera rotating when mousewheeling the map list
Fixes to avoid Material.SetPassUncached + touched all rust/std shaders
renamed and moved a bunch of LoadoutXXXX scripts to SquadEditorXXX and folders
gas station damage pass end
Fixed Server.DestroyNetworkable not calling Networkable.Destroy when returning networkable to pool
use LayerMask.NameToLayer("OverUI") instead of 12
Finished UIUnitDragDrop refactor, renamed it to SquadEditorDragDrop
Slowed down NPC ladder climb speed
more squad editor UI refactoring
Disabled dynamic batching (experiement)
Merge from gc_optimizations_2
Prewarm memory pool of certain extremely common types
First pass of cleaning up UIUnitDragDrop
Merge ladder updates into Paul's branch
Composite ladder nav working. NPCs climb ladders on city maps!
Fixed some attachment points/animator params for goats and turtles
Reset scale of radial menu widgets so the last clicked button isn't scaled up when the radial menu opens
Working on ladder support NPC support for composite (multi-part) generated ladders
Fixed addons not registering to their parents Addon list when loading a game