31,283 Commits over 3,959 Days - 0.33cph!
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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Added building instance pooling to building manager on the client (GC)
Clear Log.EAC.txt on server start
Adjusted client.maxreceivetime default value to 10ms (was 5ms)
Adjusted server.entitybatchtime default value to 1.0s (was 0.5s)
Renamed server.maxentitiespersecond to server.entitybatchsize
Added server.entitybatchtime (0.5s by default)
Changed network cell size from 64x64 to 32x32
Ensure that players are always immediately subscribed to their own network cell (fixes rubber banding regression from 31306)
Limit player network cell subscription rate on the server (to fix client frame rate drops)
Reduced client.maxreceivetime to 5ms by default (from 20ms)
Added server.maxentitiespersecond (100 by default)
Improved ragdoll update vis perf; updated all ragdoll prefabs
Removed unused articulated occludee from player model prefab
flame turret/shotgun trap now use triggers (perf improvement)
buoyancy server NRE fixes
detonator viewmodel/worldmodel setup (with placeholder anims)
Added building instance pooling to building manager (GC)
Additional client profiling
Fixed a potential NRE in CLIENT_PendingInvite