127,178 Commits over 4,109 Days - 1.29cph!
Decay is entity component (fixes decay reset)
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BuildInformation generator
Don't add road and river mesh filters and renderers on the server
Enitty save pooling tweaks
Fixed comfort/radiation/heat triggers not working
Fixed doors not shutting clientside, on the first USE
Server Corpse Profiling
Merged Diogo's awesome water in
Tool cupboard model, textures, lods and gibs
All projection distance on decals changed to .1
Added Metalore and stone decals.
Load ambient sounds in background (fixes 20ms+ spikes)
Throw error in CreateModulator if array out of bounds
OnHolster/OnDeploy should only be called for local players
All prefabs start disabled
AISenseRedirect is redudant (we use .ToBaseEntity) (server perf and gc)
Added MeshColliderBatch tag
Less GC + cpu by skipping GetComponent<MeshColliderBatch> if MeshColliderBatch tag isn't set on gameobject
Sentry detailed greybox models
Removed BaseEntity.Is<T> (server ai gc)
Removed EntityComponent.Awake since it's redundant
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water extinguishes fireballs
client compile fix (sorry!)
Fixed "Look rotation viewing vector is zero" logs
Added DDraw shader to "always include" list
Water2.5: Fixed DepthOnly still having tess/displacement in low quality modes
Water2.5: Fixed white 'sprite' issue caused by mishandling of fog in additional light passes
Water2.5: Changed transparent order queue
Fixed cupboard entity bounds
Removed MeshFilter component from cupboard trigger
Automatic entity bounds calculation (when no bounds have been set up) ignores triggers
Water2.5: Fixed SSAO command buffer ordering
Water2.5: Fixed rivers getting ocean wave displacement
Building blocks use more accurate colliders
Fixed stair rotation exploit
Send server info with bug reports
Running server with -keeplogs will prevent it from wiping the server folder logs on startup
Added timewarning to GarbageCollectionHandler
Seperated gc.collect from gc.unload
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