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2,381 Commits over 2,649 Days - 0.04cph!

1 Year Ago
Split world spawn prefabs (monuments etc) into smaller asset scenes Lazy load world spawn asset scenes based on what's required on the map Unload world spawn prefabs to save memory when unloading bundles Get rid of async asset loading from FileSystem (unused now)
1 Year Ago
Mark divesite shipping container collision mesh as readable
1 Year Ago
Fix LastLODCollider label not working with skinned meshes Don't mark overly detailed last LODs as readable
1 Year Ago
Merge from main
1 Year Ago
Remove IServerComponent from ServerProjectile because the client uses its properties in a few places to predict trajectory etc
1 Year Ago
NRE fixes when camera or sky are destroyed on scene unload
1 Year Ago
1 Year Ago
ModelPostProcessor will now make the last LOD level readable if the model has the LastLODCollider label applied to it Apply LastLODCollider to a few models
1 Year Ago
Fix some issues running the editor using bundles instead of repo assets
1 Year Ago
Mark a bunch of collision meshes as R/W
1 Year Ago
Fix Signage.PreProcess NRE on server when client components were stripped at build time
1 Year Ago
Run part of prefab preprocess at build time on asset scene prefabs, run the rest in asset warmup
1 Year Ago
Fix client+server compile
1 Year Ago
Fix MLRS being dependent on the rocket prefab server components on the client Fix possible AuroraEffect.UpdatePosition NRE
1 Year Ago
Fix asset scenes never finishing loading when running as server
1 Year Ago
Remove debug file
1 Year Ago
Fix RestoreSceneManagerSetup being called with no scenes in batch builds
1 Year Ago
Server compile fixes
1 Year Ago
Merge from main
1 Year Ago
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
1 Year Ago
Remove all the code for optimized loading/async warmup (not compatible with asset scenes)
1 Year Ago
Move hardcoded assets to bootstrap asset scene because some are needed in the menu Fix some scene switching issues after LevelManager changes
1 Year Ago
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
1 Year Ago
Fix out of range exception in PlayerModelCinematicList.UpdateCinematicAnimations when running with bundles in editor
1 Year Ago
Fix some collision meshes not being R/W
1 Year Ago
Switch to loading/unloading scenes async so we can always do it additive Fixes to get almost in game
1 Year Ago
Merge from main
1 Year Ago
WIP using scenes to speed up asset warmup
1 Year Ago
Merge from main
1 Year Ago
Merge from fix_eager_cctor
1 Year Ago
Fix Il2CppEagerStaticClassConstruction doing nothing because it had the wrong namespace
1 Year Ago
Optimizations for ESPCanvas refresh, reduces 0.15ms spikes 5 times a second to 0.02ms Early exit BasePlayer.SayingHello to avoid unnecessary calculations
1 Year Ago
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
1 Year Ago
Meta for the RPC source generator too since it accidentally committed in 124029
1 Year Ago
Remove unnecessary things related to SyncVars source generator
1 Year Ago
Enabled R/W on a few collision meshes that need it
1 Year Ago
Merge from main
1 Year Ago
Try out using InstantiateAsync for spawning world, but it takes noticeably longer than doing it synchronously
1 Year Ago
Fix effects triggered by AnimationEvents component not being included in builds
1 Year Ago
Fix some prefab issues from older merges
1 Year Ago
Filter out assets that don't exist in builds so we don't try to warm them up
1 Year Ago
Get rid of the convar, just try to not bundle the unreferenced prefabs instead
1 Year Ago
Merge from main
1 Year Ago
Try to only bundle referenced prefabs since Unity doesn't like us selectively warming them up
1 Year Ago
Merge from main
1 Year Ago
Pull hardcoded asset references from scripts too
1 Year Ago
Include fx prefabs in warmup too
1 Year Ago
Default trimmedAssetWarmup to true
1 Year Ago
Manifest
1 Year Ago
Merge from trimmed_asset_warmup