119,075 Commits over 4,018 Days - 1.23cph!
Packed all materials depending on terrain4 textures
Packed a few rock and prop materials + recycler
Fixed shader packed map labels
Added packed version of standard-specular shader
Fixed packing getting flat specular when scaled up
Keywords permutation parity between metallic and specular shaders
Immediately kill agents on spawn if they we can't produce a navmesh area that support them (DynamicNavmesh specific).
A bit of cleanup to make Dynamic Navmesh work properly again.
Packed some larger materials
Fixed specular not driving packed map size
Agent spawn related improvements.
Packed props/large_industrial_props and props/office_furniture materials
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Fixed stray "virtual" in EntityLink
Fixed duplicate editor entity BuildName from previous merge
Subtracting gc_optimizations
Added LOD mesh swapping support to StagedResourceEntity
Fixed ores using the wrong mesh in the distance when partially broken
Reduced texture footprint for water_bottle and de_cactus
Packed fuel_tank and forklift
Paper map now despawn in 5 minutes down from 20 minutes.
Updated / fixed multiple item descriptions
Building blocks no longer share descriptions
updated smallbackpack albedo texture
Merge from gc_optimizations
Fixed fireball prefab path warning
Fixed hacky workaround in fireball entity code to reference the spread entity
Added packed research table and bone armor to test osx bundles
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
Fixed culling errors when rejoining a server
Fixed occludees visible when registered to an invisible cell
Added pooling to ColliderGroup / RendererGroup / FoliageGroup (eiliminates GC allocs)
Eliminated a 20B GC alloc from RendererKey.GetHashCode (ShadowCastingMode boxing)
Fixed culling debug randomly disappearing
Packed atlas_wood_stone_metal and stonewall_c to test osx bundles
Cleaned register related gc allocs in occlusion culling
DeferredExtension.OnGUI is ifdef UNITY_EDITOR
Deleting ProfileData (unused)
Eliminated SpecialPurposeCamera GC allocs
Eliminated GC allocs from FPSTimer
EffectRecycle / DecalRecycle cache their invoke actions (eliminates GC allocs once pooled)
Entity links are pooled (eliminates GC allocs)
Removed GC allocs from GetComponentInChildrenIncludeDisabled
Nicer separation of editor-only entity networking cost in the profiler
Rebuilt Facepunch.Network and Facepunch.Raknet plugins