113,268 Commits over 3,959 Days - 1.19cph!
Fixed player preview rendering white
CraggyIsland radiation sphere test
Scene2Prefab (sphere tank, fixes missing barrels)
Reduced variants on heaviest shaders by forcing opaque/cutout to deferred and alphablend to forward
Wrecked sedan_a vehicle model/LODs/COLs/Prefab
Tweaked LOD distances
Enabled culling on objects that did not have it
Reduced shader variants across all heavier shaders
Disabled instancing on grass, cloth and skin until u5.5
Wires have 50x less verts
Splitting texture asset bundles (we might be hitting the 2gb bundle limit)
Couple of missing colliders fixes
Baked vertex stream data to asset files on Harbor_1,2,Powerplant
Fixed bad instance property indices causing rocks to change color (won't trigger recompile yet)
Fixed ParticleSystemContainer leading to issues on inactive game objects (state uninitialized, trying to call invoke)
Don't create gibs over 500m away
Portacabin cull
Fixed NRE in DeferredMeshDecal, when selecting prefab in project
RendererLOD - complain if target renderers aren't part of the same prefab/heirachy - and try to fix
Scene2Prefab
ParticleSystemCull / ParticleSystemLOD fixes
Changed how NaN damage is ignored (in case early returning leads to issues in Hurt() method overrides)
Deferred mesh decal optimizations; down to nearly zero overhead
more lenient water exit jumping
Added new LOD for shipping containers
Adjusted a jumping puzzle barge to cooperate with water
Fixed instancing in unity std override shaders
changing layer to World on harbor crane
truck and trailers placement polish
spawnpoints setup for barrels, crates yields balance - harbors
Don't allow items to be stacked on items that have been marked as invalid
fix for particles enabling automatically when entering visible range
protocol++
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