3,659 Commits over 2,557 Days - 0.06cph!
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
Fix TrainCollider and train_wagon_walls_COL not being readable
Missed a loading indicator
Allow setting labels to explicitly mark single meshes as read/write enabled
Clean up new loading status indicators
Fix NRE in LifeInfographicStat.GetText when it is enabled before UIDeathScreen is set up
Disable read/write on a bunch of larger models that shoudln't need it
Fix issues when forceUnloadBundles is true
Remove skipAssetWarmup_crashes convar
Fix skin viewer not working (need to use GameManager to instantiate)
Skip MoveGameObjectToScene if the target scene is unloading (errors on disconnect)
Fix AnimationEvents.DoEffect trying to instantiate invalid prefabs
Don't bother instantiating engine/menu/game UI when loaded from an asset scene, there's no need for a copy
Reduce the number of log mesages kept in memory from 64K to 1K
Switch to using a queue instead of always removing the first element from a list
Delete BuildPrefabs (unused)
Merge from trimmed_asset_warmup/scene_warmup
Disable using cached prefab list to build asset bundles
Fix NREs on disconnect due to the main scene (camera) unloading before entities using the camera to update
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)
Mark divesite shipping container collision mesh as readable
Fix LastLODCollider label not working with skinned meshes
Don't mark overly detailed last LODs as readable
Merge from trimmed_asset_warmup/scene_warmup
Remove IServerComponent from ServerProjectile because the client uses its properties in a few places to predict trajectory etc
NRE fixes when camera or sky are destroyed on scene unload
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
Fix some issues running the editor using bundles instead of repo assets
Merge from trimmed_asset_warmup/scene_warmup
Mark a bunch of collision meshes as R/W
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