3,206 Commits over 2,284 Days - 0.06cph!
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
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