6,606 Commits over 2,192 Days - 0.13cph!
Queue and spread conditional model updates
Copy win32 dlls over on build
Tweaked graphics settings, shader preload
Misc performance/profiling tweaks
Don't make all server builds development builds (!)
Progress when loading a save on server
Fixed players not being able to walk through doors
Fixed a bunch of substance textures that had reverted to legacy shaders
Added developer list (to allow things like joining servers without EAC, debugging)
clperf console command
Clearing m_PreloadedShaders because it crashes Unity on the build server
Completely disabling water reflection (big perf issues)
Undoing changeset that turned everything into empty files - gj @plasticscm
Re-applying changes - hopefully for real this time.
Fixed NRE in ConstructionRenderer.UpdateMaterial
Fixed save load spam
Don't kick for different manifest, but print a warning in the console so everyone is aware that the versions are different
Fixing players not being able to walk through open doors
More server profiling
Changed how AI ticks to better ration timings
More bundle fucking about
Fixed client not being able to interact with doors
Store the constructionCollision in the buildingblock prefab
Fixed server compile error in PVT commit
Fixed NRE in playerloot
Fixed build error spamming 10 times
Fixed being able to walk through doors
Fixed codelock sending whitelist to players
Fixed compile errors
Made crafting times server lag independant
More profiling
Disregard empty chats
Tweaked tickrates
Removed Debug.Logs from AudioRanomizer >:(
Fixed not being able to melee attack doors
Fixed EAC warning not showing
More crazy profiling
Missing Profiler.EndSample()s
Bundle creation using the new system - but running into "hash collisions were detected" errors
A greasy script that tries to remove duplicate textures and re-route the id on materials
Adding Duplicate Content script to trunk
Deleted 600mb of duplicated textures
Updated how entities are network spawned, updated with a queue system per player. This allows us to network entities per player, and should also prevent floodouts caused by large snapshots.
Implemented limited networking
Use old generation method
Shaders in asset bundles now work
Catch "Crash!!" build errors too
Staggered build starts, more info on task retry
Fixed locks floating in mid-air when door upgraded/downgraded
Deleted temp.mb files (@gooseman)
Deleted incompatible speedtree
Don't let players place building blocks too far away
Converted projectile weapon item to new system
Added generic entity signals
[ItemIDProperty] attribute can now take a category