3,229 Commits over 2,284 Days - 0.06cph!
Run scene2prefab (skip HLOD)
Never skip checking objects for references or we'll delete things we need
Disable flattening on a few more components
Remove duplicated DungeonGridLink in entrance_ferry_terminal
Run scene2prefab (skip HLOD)
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
Handle references to any component instead of just transforms, just to be safe
Fix DungeonGridInfo NRE because DungeonVolume is no longer a child after flattening
Fix animators breaking after S2P flattening
Merge from remove_hierarchyutil
Allow nexus.redirect with port <= 0 to infer the port from an SRV record (or default port)
Fix layer of hexagon tile collider
Fix ChocolateEgg_COL and snow_pile_3x6_LOD2 not having read/write enabled
Fix hexagon tiles using LOD0 mesh as their collider
Mark LOD3 as read/write enabled
Add some more null checks to BikeVehicleAudio
Fix range_terrain_slope collider missing read/write
Fix bank vault missing read/write on colliders (LOD3 meshes)
Fix prefabs in assets/scenes/release and assets/scripts not packed for custom maps to use
Mark coat_hanger collision meshes as read/write
Make ReportPlayer and ReportBug prefab paths lowercase to avoid transforming it at runtime
Enable read/write on backdrop and road_tunnel meshes
Don't allow unloading the props asset scenes used by custom maps because some prefabs are needed at runtime via WorldGrid
Wait for the map file to finish uploading before allowing players to connect to the server
Before this players who connect in the first moments of the server opening would need to generate the map, so they'd load in a lot slower even though they were first to connect
More FoliageGrid null checks to try and fix errors on disconnect
Replace our custom Parallel.For and Parallel.ForEach with the standard .NET one
Also replace BeginInvoke usages with Task.Run so we don't run into that compatibility problem when Unity upgrades .NET in 5 years
Mark ParallelEx.Coroutine as obsolete because it has more overhead vs. using Task.Run inline
Merge from more_worldgrid
Additional pooling fix for BiomeVisuals to use the default selection from the prefab when in unhandled biomes (jungle)
Use SetPositionAndRotation when taking a prefab from a pool
Merge from more_worldgrid
Mark some of the smaller world decor prefabs as poolable so they go into WorldGrid instead of immediately spawning all when loading the map
Remove HierarchyUtil so world spawn prefabs aren't nested under an object per spawn category
Merge from trimmed_asset_warmup/scene_warmup
Destroy generated map textures when disconnecting from a server
Null check before setting texture parameters in FoliageGrid
Merge from death_screen_optimize
Optimize TryGetDefinitionFromEntityName by building a mapping for it at build time
Editor falls back to building the map on first reference to not slow down booting
Might help reduce the lag spike when the local player dies
Wrap friends list updates in FlexScopedUpdate to try and fix flickering
Remove code to pack monument scenes bundle (unused)
Merge from trimmed_asset_warmup/scene_warmup
Handle hardcoded, wildcard-like asset references if they're using string interpolation (lootpanels, etc)
Remove explicit inclusion of Assets/bundled/Prefabs/ui
Apply some filtering to decide what hardcoded references go into the bootstrap asset scene vs. others (cargoship etc don't need to be loaded for the menu)
Merge from trimmed_asset_warmup/scene_warmup
Fix player models not being removed from the instance list when disconnecting from servers
Reduce texture size and/or enable compression on some textures
New scene2prefab flatten hierarchy logic that actually flattens things
Merge from decor_rock_pooling
Merge from trimmed_asset_warmup/scene_warmup