13,158 Commits over 2,830 Days - 0.19cph!
Merge DestroyableRoadsigns -> Main
Merge MoreGeneralBugFixes -> Main
Merge OilRigBoats -> Main
Code gen for texture streaming command
Re-enabled texture streaming option, memory leak bug was fixed in 2019.3.10
Init timesince to zero so there's a delay in starting decay on newly spawned boats
Don't decay boats for 45 minutes after use (up from 10 minutes)
Decrease deep water max to 12m
Fixed boats decaying at the wrong rate if the decay tick rate was changed from 60s
Decay all boat types when in deep water. New deepwaterdecayminutes parameter sets the max decay rate
Added shared BaseBoatDecay method, ready to add deep water decay
Removed unused MotorBoat class
Add a final RefreshColliderSize at the end of OnDisconnected
Switch CapsuleColliderInfo to a struct
Code Review: Take the slower but less bug-prone option and check collider info values instead of the object
Remove now-unused default bounds
TryGetEntityBounds for the gizmo to use
Code Review: Use CheckBounds instead of HasSpaceToSpawn
Disable Preload Audio Data on all instrument sounds, so they don't load into memory unless they're played.
Merge from Main -> GeneralBugFixes
Standardise all instrument notes to uncompressed PCM, exclude from audio import processing
Don't show "1ft" on wire or hose items, since they're currently unlimited
Fixed cargo ship crate decaying
Remove incorrect debug print and add a default quality setting for files that have just switched to compressed
Updated all audio files with quality @ 0% to quality 80%
Import analyzer now include warning for low compression quality
Have the audio analyzer skip the new WorldMusic path. There's a noticeable drop in listening quality between 100 and 80 quality on the new music. Set its quality back to 100.
Ran audio importer on the new sounds since last time it ran
Add a minimum audio compression quality. Currently the same as the maximum quality as I didn't detect anything that's intentionally using less than max
Remove dismount eye check transforms on existing mountables
Remove the CheckInsideNonConvexMesh check I added
Remove dismountCheckEyes, use the player's TriggerPoint instead. More reliable as a test of whether the player will actually clip through anything going from their seat to a potential dismount point, particularly since dismountCheckEyes was checked per vehicle, not per seat.
Comment re resizing and triggers
Only refresh player collider size on the local client, since it's always disabled on other clients. Also adds an early exit.
Have the player's collider resize on the client in the same way it does on the server. Add profiling.
Shrink the server collider on sleepers, the same as with wounded.
Remove unnecessary include
Add RemoveFromTriggers call to EnablePlayerCollider
Server player collider now resizes when crouched. Refactored collider size calculation to be more robust; have it check state instead of pushing it.
Merge LOD fix from /Vehicles
Adjust reactive target IO positioning again
Commit com.unity.test-framework back to 1.1.1. Looks like 1.1.3 was an accidental commit in
53968.
Raise top reactive target IO a little
Raise top reactive target IO a little
Reinstate
53468 (ProjectilesThroughVehicles) and
53754 (wounded player collider adjustment) in this branch.
Line up Reactive Target IO with its new model