127,989 Commits over 4,109 Days - 1.30cph!
updated smallbackpack albedo texture
Updated / fixed multiple item descriptions
Building blocks no longer share descriptions
Paper map now despawn in 5 minutes down from 20 minutes.
Reduced texture footprint for water_bottle and de_cactus
Packed fuel_tank and forklift
Added LOD mesh swapping support to StagedResourceEntity
Fixed ores using the wrong mesh in the distance when partially broken
Subtracting gc_optimizations
Fixed duplicate editor entity BuildName from previous merge
Fixed stray "virtual" in EntityLink
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Packed props/large_industrial_props and props/office_furniture materials
Agent spawn related improvements.
Fixed specular not driving packed map size
Packed some larger materials
A bit of cleanup to make Dynamic Navmesh work properly again.
Immediately kill agents on spawn if they we can't produce a navmesh area that support them (DynamicNavmesh specific).
Added packed version of standard-specular shader
Fixed packing getting flat specular when scaled up
Keywords permutation parity between metallic and specular shaders
Fixed shader packed map labels
Packed all materials depending on terrain4 textures
Packed a few rock and prop materials + recycler
Fixed a small if server check for client compile.
Added terrain atlas generator ability to load non-read/write textures
Switched all terrain4 textures to non-read/write
Yet another merge from main
Merged from ai branch to main
If ai_dormant is on, only tick metabolism simulation on agents that are active.
gas station damage pass wip
Fixed some memory pooling related issues
FindInGroup editor safeguards
Rebuilt Facepunch.Network
Optimized memory pool size for networkables and entity links
Scientists no longer drop 1000 LR300 weapons (Temp loot table fix for Staging playability)
Prewarm memory pool of certain extremely common types
Merge from gc_optimizations_2
Disabled dynamic batching (experiement)
Fixed Server.DestroyNetworkable not calling Networkable.Destroy when returning networkable to pool
gas station damage pass end
Fixes to avoid Material.SetPassUncached + touched all rust/std shaders
OnInventoryChanged profiling
Adjusted some memory pool sizes
Fixed metallic scale in metal_beam_b_refinery_lod (e.g. large furnace)
Eliminated GC allocs from ItemContainer.Load
Eliminated GC allocs from MaterialReplacement
Just use prefab name on the client in Entity.ToString() to avoid GC allocs
Disabled detail layer in high external stone wall