30,750 Commits over 3,867 Days - 0.33cph!
Added asset context menu entry to run BuildPrefabs for client or server
Added IClientComponent to a bunch of client side components
Improved custom GC logic and replaced gc.minheapsize / gc.maxheapsize with gc.buffer
Autoturret/player sensor NRE fixes
Added custom GC logic to keep it from triggering while moving or in combat if at all possible (perf 10 to show status)
Added gc.minheapsize and gc.maxheapsize convars for testing / analysis purposes
Fixed error when running CodeGen
Removed special case for Cloth and DeferredDecal from prefab preprocessing
BlendedSoundLoops is IClientComponent
Fixed potential NRE in SoundDefinition
Strip NGSS_Directional and HttpImage from server prefabs
Fixed server asset bundle build time and error spam
Let's try SaveAssets after StopAssetEditing (?)
Removed clusterfuck from HTN Definition<T> class that was throwing exceptions during build
Removed ItemIcon.DoPrepare warning
Fixed server console being empty in release builds
alternative big_button model without cable
Fullscreen exclusive enabled by default (test)
HBHF final art + audio effects
network++
RF receiver save/load fix
Attempt to fix insane server asset bundle build time
detonator effect and sound folders
Subtracted shader updates because of macOS; postponed for Metal
Ignore "kinematic bodies with CCD enabled are not supported! CCD will be ignored." bullshit error because a million things are temporarily setting rigidbodies to kinematic on the server
Only spawn PerformanceUI on the client
Scientist Corpse error fix
Fixed shader-related cliff flickering
Fixed deer leg import settings
Merge from unity_2018.3.3
LightLOD now toggles volumetric light beams in sync w/ light component
RF Receiver + detonator functionality
protocol++
Removed rigidbody from clientside NPC CH47
vm detonator updates, added detonator entity
Disabled prefab pool debug mode in development builds (now only enabled in editor)
Tweaked EntityLink memory pool size
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