3,655 Commits over 2,557 Days - 0.06cph!
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
Change log for prefabs not found in any asset scenes from error to info
Only log this in development builds - occurs in AnimationEvents for things like the wire tool
Remove redundant scene unload code in LevelManager
Remove LevelManager logs in non-development builds
Merge from trimmed_asset_warmup/scene_warmup
Run the asset warmup optimized for asset scenes on monument prefabs after loading them for procgen too
This avoids an extra copy of the prefab and doing extra work at runtime
Merge from trimmed_asset_warmup/scene_warmup
Load monument prefabs if procgen needs to run on the client or server
Fix possible NRE in ExtractReferences when updating asset scenes
Mark Rowboat_LOD2 as read/write
Mark a bunch more meshes as read/write
Merge from trimmed_asset_warmup/scene_warmup
Remove Skybox/Procedural instead, we don't use it
Remove it from the supported shaders for ReflectionProbeEx because no replacement exists for it
Remove the default Unity skybox material from asset scenes so we don't see Skybox/Procedural being used
Explicitly pull compute shaders into content.bundle
Merge from trimmed_asset_warmup/scene_warmup
Fix running in editor with use bundles off
Hopefully fix mac path issue
Move logging to editor/development builds only
Always include SKybox/Procedural shader for ReflectionProbeEx
Merge from trimmed_asset_warmup/scene_warmup