5,428 Commits over 4,444 Days - 0.05cph!
Prefab serialization layout auto updates
Enabled incremental GC on Linux servers as a test
Fixed navmesh_2 layer mask adjustment (broke certain monument navmeshes)
Subtracting
48875 (ignore.conf)
Deleting desktop.ini.meta
Fixed IndexOutOfRangeException when loading save (from main/monument_vendors merge, this needs looking at because two vendors don't seem to have a valid NPCVendingOrder - is this intentional?)
Disabled incremental GC on Mac / Linux builds to be safe (seems to be buggy on 2019.3)
Added gc.alloc admin test convar
More granular texture bundle filter to avoid pulling in unused textures
Another attempt at bundle build time optimization
Reapplying
43422 (async prefab preload, test to see if related crashes are fixed on 2019.3)
Merge from asset_bundles_5
Fixed cargo ship still sometimes spawning too far away from world origin and killings its scientists
Added backwards compatibility for old custom map files
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ProjectVersion.txt restore (seemingly accidentally committed in last phrases commit)
Subtracting bundle shit because it's causing some problems and isn't important for the update
Fixed infinite wait when ai.move is false and nav_wait is true
Subtracting
43422 (crash fix test)
Fixed several client-only projectile instantiates calling SetActive instead of AwakeFromInstantiate (this would leak with pooling, although none of these currently appear to be using pooling)
BaseProjectile.ServerUse correctly returns its temporary hit list to the pool
SetFlag invalidates network cache even if called without sending a network update
SendIONetworkUpdate no longer calls InvalidateNetworkCache (since it is now correctly done in SetFlag)
Upgrade MeshColliderCookingOptions to the new default value that includes UseFastMidphase when preprocessing prefabs (hopefully temporary)
Fixed map cache texture resolution backwards compatibility on 2019.3 (only affected maps over 4k)
Fixed Spawn / SetParent order in BaseVehicle and MotorRowboat ("changing network group to null" warning spam)
BasePlayer.lookingAt, lookingAtEntity and lookingAtCollider return real null if lookingAtEntity is set but invalid
Subtracting
46562 (ring road once again on 3k maps)
Only generate ring road on 4k maps or larger