5,989 Commits over 4,413 Days - 0.06cph!
Fog density no longer changes per biome (unfair advantage when looking in from a different biome)
Improved global fog calculation (plane no longer ignores fog, fog has identical density from A to B as from B to A)
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Fixed moon brightness regression
Fixing a GameObjectRef (build warning)
Fixed "lock" game object on shopfront being on unnamed layer
Fixed options being invisible until toggled when opening options tab in main menu
Fixed UI.Options.KeyBind trying to change its name all the time
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Junkpile spawn tweaks
Always show loot container health
Increased junkpile spawn attempts
Merge from weekend_branch_6
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Retired "Viewmodel" layer as it is seemingly unused
Workshop skin download rewrite (performance, memory, robustness)
Show number of queued skins when perf >= 9
Fixed profiler sample mismatch
Only check workshop download status once a second
Game objects tagged with "Server Cull" or "Client Cull" are deleted even if they have components on them (for example animal GameTrace collider on the server)
When culling components from objects, nominate the game object for deletion as well (but only if it had removable components on it)
Removed some test / debug convars that should no longer be used
Fixed editor error from removed convars
Admins can get combat log of other players
Skin icon loading rewrite (performance, memory)
Some more workshop skin profiling
Only cull game objects we culled components from when they don't have any children
Fixed skin icons not calling apply after loading
SwapArrows is IClientComponent
Fixed bear skeleton properties referencing the prefab instead of the mesh
Don't recalculate mips when applying skin icon (already done in native code)
Use default item icon for skinned items until the skin is loaded
All item icons can be up to 512x512 (+ double checked they're compressed)
Log warning when icon dimensions on an item are off
Changed the way default icons are used before a skin icon is loaded because Unity
Unity can't resize compressed textures, so don't try to do so
When anti hack is disabled, send warning to admins whenever they connect
Strip any game objects on the occluder layer in prefab preprocessing as they're currently not required
Force profiling when calling invokes because we keep adding slow shit to it that's not wrapped in profiler samples
EAC SDK update + PlayerKill reporting
combatlog no longer takes count parameter (always prints full combat log)
combatlogsize defaults to 30
Skins have OnLoaded and OnIconLoaded callbacks
Added OnItemIconChanged event to item icons
Show loading indicator on item icons while they're still loading
Refresh item icons when their skinned icon finished loading
Broken icon import settings are identical to cooking, fire and loading icon import settings
Removed unnecessary mipmap refresh from skin texture loading
Added detailed profiling to AsyncTextureLoad
Junkpile despawn time is constant (since it was identical on all prefabs anyhow)
Junkpile despawn time is now 30 minutes (from 20 minutes)
Fixed NRE in voice recorder
Eliminated GC alloc from voice recorder
Fixed NRE when killed without HitInfo
Better client side lower limit for physics.steps and physics.minsteps
Whoops, physics.minsteps fix
Prefab pre processing no longer deletes parents of culled game objects (fixes open server side doors on some monuments)
Testing something to fix "crash on exit"