127,157 Commits over 4,109 Days - 1.29cph!
Deleting ProfileData (unused)
DeferredExtension.OnGUI is ifdef UNITY_EDITOR
Cleaned register related gc allocs in occlusion culling
Packed atlas_wood_stone_metal and stonewall_c to test osx bundles
Fixed culling debug randomly disappearing
Added pooling to ColliderGroup / RendererGroup / FoliageGroup (eiliminates GC allocs)
Eliminated a 20B GC alloc from RendererKey.GetHashCode (ShadowCastingMode boxing)
Fixed occludees visible when registered to an invisible cell
Fixed culling errors when rejoining a server
Fixed occasional culling errors when flying around
Added culling show stats to profile collection occupancy
Adjusted culling collection preallocation for less waste
Removed time delay from first occludee visibility check
Added packed research table and bone armor to test osx bundles
Fixed fireball prefab path warning
Fixed hacky workaround in fireball entity code to reference the spread entity
Merge from gc_optimizations
updated smallbackpack albedo texture
Updated / fixed multiple item descriptions
Building blocks no longer share descriptions
Paper map now despawn in 5 minutes down from 20 minutes.
Reduced texture footprint for water_bottle and de_cactus
Packed fuel_tank and forklift
Added LOD mesh swapping support to StagedResourceEntity
Fixed ores using the wrong mesh in the distance when partially broken
Subtracting gc_optimizations
Fixed duplicate editor entity BuildName from previous merge
Fixed stray "virtual" in EntityLink
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Packed props/large_industrial_props and props/office_furniture materials
Agent spawn related improvements.
Fixed specular not driving packed map size
Packed some larger materials
A bit of cleanup to make Dynamic Navmesh work properly again.
Immediately kill agents on spawn if they we can't produce a navmesh area that support them (DynamicNavmesh specific).
Added packed version of standard-specular shader
Fixed packing getting flat specular when scaled up
Keywords permutation parity between metallic and specular shaders
Fixed shader packed map labels
Packed all materials depending on terrain4 textures
Packed a few rock and prop materials + recycler
Fixed a small if server check for client compile.
Added terrain atlas generator ability to load non-read/write textures
Switched all terrain4 textures to non-read/write
Yet another merge from main
Merged from ai branch to main
If ai_dormant is on, only tick metabolism simulation on agents that are active.
gas station damage pass wip
Fixed some memory pooling related issues
FindInGroup editor safeguards