128,797 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Fixed pool sometimes not setting object to null on free
                
                
                
                
             
         
        
            
            
            
                
                Fixed devbranch branding not showing
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Decay is entity component (fixes decay reset)
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
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                BuildInformation generator
                
                
                
                
             
         
        
            
            
            
                
                Don't add road and river mesh filters and renderers on the server
                
                
                
                
             
         
        
            
            
            
                
                Enitty save pooling tweaks
                
                
                
                
             
         
        
            
            
            
                
                Fixed comfort/radiation/heat triggers not working
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed doors not shutting clientside, on the first USE
Server Corpse Profiling
                
                
                
                
             
         
        
            
            
            
                
                Merged Diogo's awesome water in
                
                
                
                
             
         
        
            
            
            
                
                Tool cupboard model, textures, lods and gibs
                
                
                
                
             
         
        
        
            
            
            
                
                All projection distance on decals changed to .1
Added Metalore and stone decals.
                
                
                
                
             
         
        
            
            
            
                
                Load ambient sounds in background (fixes 20ms+ spikes)
                
                
                
                
             
         
        
            
            
            
                
                Throw error in CreateModulator if array out of bounds
OnHolster/OnDeploy should only be called for local players
                
                
                
                
             
         
        
            
            
            
                
                All prefabs start disabled
                
                
                
                
             
         
        
            
            
            
                
                AISenseRedirect is redudant (we use .ToBaseEntity) (server perf and gc)
                
                
                
                
             
         
        
            
            
            
                
                Added MeshColliderBatch tag
Less GC + cpu by skipping GetComponent<MeshColliderBatch> if MeshColliderBatch tag isn't set on gameobject
                
                
                
                
             
         
        
            
            
            
                
                Sentry detailed greybox models
                
                
                
                
             
         
        
        
            
            
            
                
                Removed BaseEntity.Is<T> (server ai gc)
                
                
                
                
             
         
        
            
            
            
                
                Removed EntityComponent.Awake since it's redundant
                
                
                
                
             
         
        
        
        
            
            
            
                
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                water extinguishes fireballs
                
                
                
                
             
         
        
        
        
            
            
            
                
                client compile fix (sorry!)
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed "Look rotation viewing vector is zero" logs
                
                
                
                
             
         
        
        
            
            
            
                
                Added DDraw shader to "always include" list
                
                
                
                
             
         
        
        
            
            
            
                
                Water2.5: Fixed DepthOnly still having tess/displacement in low quality modes
Water2.5: Fixed white 'sprite' issue caused by mishandling of fog in additional light passes
Water2.5: Changed transparent order queue
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Fixed cupboard entity bounds
Removed MeshFilter component from cupboard trigger
Automatic entity bounds calculation (when no bounds have been set up) ignores triggers
                
                
                
                
             
         
        
            
            
            
                
                Water2.5: Fixed SSAO command buffer ordering
Water2.5: Fixed rivers getting ocean wave displacement
                
                
                
                
             
         
        
            
            
            
                
                Building blocks use more accurate colliders
Fixed stair rotation exploit