3,673 Commits over 2,557 Days - 0.06cph!
Merge from trimmed_asset_warmup/scene_warmup
Show loading screen when returning to the main menu
Pause LoadBalancer when unloading the world
Fix NRE in UIPlayerPreviewControls.ApplyRotation on disconnect
Probably fix NRE in PlayerModel on disconnect
Merge from trimmed_asset_warmup/scene_warmup
Fix battering_ram_rear_door_LOD3 collision mesh not having read/write enabled
Defer hiding the loading screen until after returning to the menu scene
Fixes getting into a weird state when cancelling while waiting for asset scenes to load (they need to finish loading first)
Don't try to return prefabs to the pool if the map is being unloaded
Merge from trimmed_asset_warmup/scene_warmup
Fix prefabs in asset scenes having the full path as their name (some code depends on it just being the filename)
Fix assertion failure in TerrainCollisionTrigger.OnDisable
Fix NRE in ESPCanvas.Update on disconnect
Fix monument (world) prefabs missing after disconnect and reconnect
Added a development mode warning when decor prefabs are not poolable
Fix decor rocks not being poolable
Merge from nameplate_optim
Merge from trimmed_asset_warmup/scene_warmup
Get rid of per frame allocations when updating nameplates
int/long convars now return memoized string values for smaller values
Fix bee grenade and rocking chair collider meshes not having read/write enabled
Merge from trimmed_asset_warmup/scene_warmup
Try disabling all objects in the scenes we're going to unload before we unload them to try and avoid errors while asynchronously unloading
Merge from trimmed_asset_warmup/scene_warmup
Fix FoliageGrid NRE on disconnect
Probably fix crash when canceling connecting to a server on "loading world"
Remove the duplicated preprocess logic in FileSystem_Warmup, much less error prone this way
Remove world asset warmup since they can just be warmed up on demand now
Fixes bootstrap asset scene prefabs being instantiated for preprocessing when they shouldn't need to
Also fixes prefab assets being preprocessed in the editor when not in client+server mode
Remove UI prefabs from server bundles
Merge from trimmed_asset_warmup/scene_warmup
Pull gamemode prefabs into the bootstrap bundle in server builds because convars touch it before asset warmup runs
Improve handling errors loading the bootstrap asset scene
Run PrefabAttribute preprocess during bundling because RigidbodyInfo needs it
Has to be run while bundling because rigidbody components are removed client side, but RigidbodyInfo preserves some of its fields for the client
Fix RidableHorse.PreProcess NRE on client due to missing rigidbody
Allow running TrainCar preprocess during bundling too because it depends on some objects deleted by RealmedRemove
Merge from trimmed_asset_warmup/scene_warmup
Allow IPrefabPreProcess implementations to opt into running during bundling into asset scenes
Enabled for EntityFlag_Toggle, RealmedRemove, StripRig, TriggerNotify, and TriggerNotifyEntity
Skip loading monument prefabs for non-procedural maps
Remove another redundant mesh collider on ice sculpture
Merge from trimmed_asset_warmup/scene_warmup
Fix issues canceling loading into servers
Fix scene lists duplicate entries in AssetSceneManifest at runtime
Fix errors unloading scenes in editor because no asset scenes are loaded (can't unload last scene)
Fix more meshes missing R/W
Fix UIDialogs not working when using asset scenes
Fix incorrect mesh being used for harbor_crane_a's arm_hook collider
Merge from trimmed_asset_warmup/scene_warmup
Add graphics.allowThreadedTextureCreation convar (default true) so we can test with threaded texture creation disabled
Remove optimized loading from the experimental options menu
Skip UI prefabs and skip scanning for additional references in the props prefabs
Pack extra prefabs used in custom maps/modded servers into separate asset scenes
Fix spawning world not correctly waiting for additional asset scenes to finish loading
Merge from trimmed_asset_warmup/scene_warmup