5,953 Commits over 4,171 Days - 0.06cph!
Merge from unity_2017.1.3
Potential fix for "_MainTex" UI error when opening map
Fixed OnViewModeChanged NRE
Enabled player death database again
Potential fix for another "_MainTex" UI error
Fixed client entity building ID not resetting when pooled
Potential fix for another "_MainTex" UI error
Adjusted reflection quality 1
World reflection quality defaults to 2
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Added workshop skin download timeout / skip
Added itemskintimeout convar
Log warning with workshop ID when skin download failed / timed out
More info for print_skins
Added upkeep_grief_protection convar (default = 1440 minutes = 24 hours)
When the cupboard is destroyed, use available resources to purchase upkeep protection on all building blocks (up to upkeep_grief_protection minutes)
Cannot trigger grief protection multiple times by repeatedly destroying the cupboard
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Building block conditional model state is now networked (much faster, essentially zero overhead on the client)
Conditional models can specify whether or not they're instantiated on client / server (optimized server memory usage)
Network++
Fixed build preprocessing stripping certain conditional models from foundations and roofs
Temp rollback of some workshop changes that rely on latest Facepunch.Steamworks
Facepunch.Steamworks rollback to release branch
reflection.quality defaults to 1 (until reflection probe ex)
Potential fix for some painted sign textures disappearing on server restart
Environment volume ambient multiplier tweak for less jarring transition
Shipping container material fixes
Rubble pile material fixes
Fixed stutter whenever a painted sign texture is stored in the file cache on the client
Don't cull tree billboards if tree quality is above 50
Switch to tree billboards sooner if tree quality is below 100
Refresh foliage grid when adjusting grass quality
Ceil tree and mesh quality convars at 200 (same as UI)
Don't disable billboard culling on SpeedTree billboards (only on our own imposters)
Slight tweaks to tree quality behaviour
mesh.quality and tree.quality once again allow values up to 1000 if set via console (for rustafied)
Fixed some (legacy?) skins not being applied
Added client file cache corruption detection (+ automatic resolution)
Added "storage" protocol version
Disabled client file cache (test)
Added projectile pooling (gunfight performance)
Added pool.projectiles convar (default = true)
Removed UnparentOnDestroy from several silenced gunshot effects (breaks effect pooling, appears to be redundant)
Removed GetEstimatedWorldPosition & GetEstimatedWorldRotation from entities (no longer does anything, access transforms instead)
When creating world objects of projectiles, set their position / parenting before sending out the network update (this may fix all sorts of oddities)
Network++
Removed BoneFollower (improved performance, better foundation for future features)
Adjust network lerp record time as need when increasing the lerp convars
Allow vis.lerp when playing back a demo
Invalidate workshop skin cache when new skins have been found by the server (no more server restart required to apply newly released skins to items)
Fixed network extrapolation not being allowed to go further than the last tick delta
Improved network extrapolation velocity estimate
Fixed parenting regression when timed explosives attach to entities
Retired parentLocalPos and parentLocalRot