127,176 Commits over 4,109 Days - 1.29cph!
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
Rebuilt Facepunch.Network
Optimized memory pool size for networkables and entity links
Scientists no longer drop 1000 LR300 weapons (Temp loot table fix for Staging playability)
Prewarm memory pool of certain extremely common types
Merge from gc_optimizations_2
Disabled dynamic batching (experiement)
Fixed Server.DestroyNetworkable not calling Networkable.Destroy when returning networkable to pool
gas station damage pass end
Fixes to avoid Material.SetPassUncached + touched all rust/std shaders
OnInventoryChanged profiling
Adjusted some memory pool sizes
Fixed metallic scale in metal_beam_b_refinery_lod (e.g. large furnace)
Eliminated GC allocs from ItemContainer.Load
Eliminated GC allocs from MaterialReplacement
Just use prefab name on the client in Entity.ToString() to avoid GC allocs
Disabled detail layer in high external stone wall
Packed high external wall LOD material
Eliminated GC allocs from BaseNetworkable.NetworkDestroy
Eliminated needless group creation when trying to destroy an empty network group on the client
Re-enabled dynamic batching (too many changes on staging this week, let's compare again next week)
Fixed case where material packer ignores maps that match perfectly
Fixed ignoring non-opaque materials for texture usage report
Packed train track and wagon material set (8 materials)
Navmesh Link improvements
Eliminated GC allocs from MaterialColorLerp.RefreshRenderers
Eliminated GC allocs from PlantEntity.UpdateSkinParameters (called from PostNetworkUpdate)
Fixed material / memory leak from mining quarries
Removed TransformEx.FindChildren since it's super inefficient and now unused