199,994 Commits over 4,140 Days - 2.01cph!
Merge from texture packing
fixed effects not playing in the right position for several viewmodels
Added LOD chain models to ore stages 2 to 4
Further improvements to navmesh grid and spawning.
Reverting to legacy EAC API due to server authentication issues
Network++
More navmesh and agent spawn tweaks
Change LOD Bias from 5 to 1
Edit default config to also set LODBias to 1
tweaked the ak47 fire ADS animation
Tutorial UI stuff, modal WIP
Chimney prefab supports LODs
Added normal map support to the building shader for Paul
Items attached to other items should now properly reattach on load
Had to add an IsAttachedToOtherItem condition to the FindItemToDrop target filter to prevent the unit immediately dropping the item on load
Added estranged tribe members that will join the player tribe when you go near enough.
Added some more stuff to the Lost And Found tutorials.
Fixed corpses not attaching to a spit on load if they were cooking when saved
Put LOD bias back up from 1 to 4. The whole game seems pretty geared towards to the LOD multiplier that was set
Merge Pawn Shop into Main!
Reduced pawn shop payout from 75% to 50% - Mainly because it generally means less inventory-filling cash values.
Fixed ProcessedBy not being set correctly on loaded corpses
Exposed a CanBurn flag to CookCookable
Spit cooking process will now detach the corpse once the cooking is done
Much more detailed profiling in CreateOrUpdateEntity (ClientSpawn, ClientInit, InitShared etc)
Cherry picking improved CreateOrUpdateEntity profiling (22318)
Nav grid layer improvements.
BaseNetworkable SaveInfo / LoadInfo are structs (eliminates GC allocs)
Deleting Plugins/Facepunch (all part of Facepunch.Network)
Networkable + Subscriber are pooled (eliminates GC allocs)
Networkable fires events via NetworkHandler interface instead of actions (eliminates GC when subscribing / unsubscribing events)
Rebuilt Facepunch.Network and Facepunch.Raknet plugins
Nicer separation of editor-only entity networking cost in the profiler
Fixed scale issue with wall placement
Removed GC allocs from GetComponentInChildrenIncludeDisabled
Tutorial tasks can now reference a new type called TutorialScreenSettings, which are they displayed via the FullScreenTutorialWidget
Singleton UI widgets can use UIWidgetSingleton
Removing tanget calculation is ok on building shader. (it was for world space normal maps)
Fixed missing assignment of background image field in ActivityNoficicationWidget
Entity links are pooled (eliminates GC allocs)
Expoed ItemValue in ItemSettingsEditor
Tutorials manager/widget tinkering