3,575 Commits over 2,557 Days - 0.06cph!
Merge from trimmed_asset_warmup/scene_warmup
Fix Signage.PreProcess NRE on server when client components were stripped at build time
Merge from trimmed_asset_warmup/scene_warmup
Run part of prefab preprocess at build time on asset scene prefabs, run the rest in asset warmup
Merge from trimmed_asset_warmup/scene_warmup
Fix client+server compile
Merge from trimmed_asset_warmup/scene_warmup
Fix MLRS being dependent on the rocket prefab server components on the client
Fix possible AuroraEffect.UpdatePosition NRE
Merge from trimmed_asset_warmup/scene_warmup
Fix asset scenes never finishing loading when running as server
Merge from trimmed_asset_warmup/scene_warmup
Fix RestoreSceneManagerSetup being called with no scenes in batch builds
Merge from trimmed_asset_warmup/scene_warmup
Merge from trimmed_asset_warmup/scene_warmup
Change asset warmup to run directly on the assets loaded in asset scenes
Wait for asset scenes to finish loading before running warmup, showi progress
Remove all the code for optimized loading/async warmup (not compatible with asset scenes)
Move hardcoded assets to bootstrap asset scene because some are needed in the menu
Fix some scene switching issues after LevelManager changes
Follow ScriptableObject references when finding referenced prefabs (fixes bootstrap bundle missing some assets)
Make LevelManager safer to use with overlapping async operations by queuing them internally
Fix ordering issue with AsyncOperation by only starting to load non-bootstrap asset scenes once the menu has loaded
Fix scenes created at runtime (client entities, etc.) being accidentally unloaded by LevelManager because they are created when activating the new scene
Load asset scenes in parallel
Fix out of range exception in PlayerModelCinematicList.UpdateCinematicAnimations when running with bundles in editor
Fix some collision meshes not being R/W
Switch to loading/unloading scenes async so we can always do it additive
Fixes to get almost in game
WIP using scenes to speed up asset warmup
Merge from fix_eager_cctor
Fix Il2CppEagerStaticClassConstruction doing nothing because it had the wrong namespace
Optimizations for ESPCanvas refresh, reduces 0.15ms spikes 5 times a second to 0.02ms
Early exit BasePlayer.SayingHello to avoid unnecessary calculations
Remove some duplicated work done updating nameplates so it's only done once per frame
Other optimizations to try and get nameplates to not be as slow
Meta for the RPC source generator too since it accidentally committed in
124029
Remove unnecessary things related to SyncVars source generator
Merge from trimmed_asset_warmup
Enabled R/W on a few collision meshes that need it
Merge from trimmed_asset_warmup - updated to main
Try out using InstantiateAsync for spawning world, but it takes noticeably longer than doing it synchronously
Merge from trimmed_asset_warmup
Fix effects triggered by AnimationEvents component not being included in builds
Fix some prefab issues from older merges
Merge from trimmed_asset_warmup
Filter out assets that don't exist in builds so we don't try to warm them up
Merge from trimmed_asset_warmup
Get rid of the convar, just try to not bundle the unreferenced prefabs instead
Merge from trimmed_asset_warmup
Try to only bundle referenced prefabs since Unity doesn't like us selectively warming them up