5,953 Commits over 4,171 Days - 0.06cph!
Water no longer spawns a world model when dropped out of its item container
Optimized effect dictionary creation by including the data pre-sorted in the game manifest (eliminates various stutters caused by effect spawns)
Merge from ore_nodes
Network++
Subtracting new ore nodes
Network++
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Merge from skin_cache_native
Retiring DX9 (OpenGL fallback)
Additional profiling in DownloadAndApplyWorkshopSkin
Convar to toggle the item skin cache
EAC update (fix for "EAC Disconnected")
Beautified skinnable loading API
Added sysuid console command (prints unique device identifier)
Removed renderer_invalidate and collider_invalidate batching convars
Temp fix for DrawMeshInstanced ArgumentOutOfRangeException from FoliageDisplacementManager
Don't load skins into RAM with itemskins 0
Enabled entity pooling on ore hotspots
Disabled entity pooling on ore hotspots (SimpleFlare clusterfuck)
AsyncTerrainNavMeshBake for Pål
Removed some 32bit specific code
No longer save assetwarmup and prefabwarmup convars (should always be enabled, only use for debugging)
Excluding some prefabs from asset warmup since they're not always required and will be loaded later when loading the map
Adjusted texture resolution curve on the various quality presets, let's see how this looks
Removed spawnable component from radtown ores
Removed another pointless component from the radtown stone ore
Added SpawnAttemptsInitial and SpawnAttemptsRepeating parameters to spawn populations
Updated some spawn population parameters, increased junkpile spawn attempts
Updated renderer native library (Linux & OSX)
Instantiate ore hotspot flare as effect
Only add ore hotspot flare when close (eliminates update overhead in the distance)
Enabled entity pooling on ore hotspots
Enabled effect pooling on ore hotspot flare
Optimized SkinSet (player gender / race setup)
Reduced GC caused by quickcraft (progress but still sucks)
Optimized Model.FindBone and Model.FindClosestBone and made them GC free
Populate model bones (transform list and name list) in prefab preprocessing to avoid runtime GC
Bundling preprocessing fix
Added IsInvoking to invoke handler
NPCPlayer uses invoke handler (particularly due to CancelInvoke)
Converted some remaining stuff to invoke handler
Eliminated GC allocs from Projectile.DoMovement
Enabled prefab pooling on rotting flies effect
Fixed weird profiling in SkinnedMultimesh.BuildBoneDictionary
Eliminated GC allocs from Ragdoll.RagdollSetup
Eliminated GC allocs from RagdollInteritable.Inherit