108,647 Commits over 3,867 Days - 1.17cph!
client compile fix (sorry!)
water extinguishes fireballs
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Removed EntityComponent.Awake since it's redundant
Removed BaseEntity.Is<T> (server ai gc)
Sentry detailed greybox models
Added MeshColliderBatch tag
Less GC + cpu by skipping GetComponent<MeshColliderBatch> if MeshColliderBatch tag isn't set on gameobject
AISenseRedirect is redudant (we use .ToBaseEntity) (server perf and gc)
All prefabs start disabled
Throw error in CreateModulator if array out of bounds
OnHolster/OnDeploy should only be called for local players
Load ambient sounds in background (fixes 20ms+ spikes)
All projection distance on decals changed to .1
Added Metalore and stone decals.
Tool cupboard model, textures, lods and gibs
Merged Diogo's awesome water in
Fixed doors not shutting clientside, on the first USE
Server Corpse Profiling
Fixed comfort/radiation/heat triggers not working
Enitty save pooling tweaks
Don't add road and river mesh filters and renderers on the server
BuildInformation generator
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Decay is entity component (fixes decay reset)
Fixed devbranch branding not showing
Fixed pool sometimes not setting object to null on free
Re-enabled EAC logging, disable automatically on exception
renamed to grass.displace
Added graphics.grassdisplace (to enable/disable grass displacement)
Clear server log files on startup
k_EAuthSessionResponseVACCheckTimedOut fix (kinda)
Server browser perf
Performance stuff
Bug reporter - report correct memory amounts
Disabled some EAC stuff - causing IndexOutOfRangeException spam on the server
SoundFade NRE fix (I think.. I can't reproduce it)
Fix sounds sometimes stopping early with GameObject pooling enabled
In the editor, compare entity networking IDs instead of references in BaseEntity.IsVisible