5,989 Commits over 4,413 Days - 0.06cph!
Unfucked ItemBasedFlowRestrictor parameter serialization
Print error message when trying and failing to move item
Include prevent movement layer in footstep raycast
Fixed palms not avoiding lakes
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Removed asset bundle splitting, see if that works
Include skins in main install
Fixed build server moving texture bundles to wrong folder when using -buildTo
Fixed exception on workshop skins that aren't installed at all and only exist in the cache
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Rebundling textures so future additions only require 1-2 bundles to be changed
Radtown loot prefabs respawn automatically if not spawned via spawn group (for custom maps)
Underwater crates sync position
Added prevent_building_cube and prevent_building_sphere prefabs (custom maps)
Fixed skins still downloading even if shipped with the game (regression from 28022)
Fixed skinned mesh renderer bounds not always refreshing when rendering icons (could lead to odd icon scales)
Rebuilt all skin icons
Eliminated GC from TOD image effects
inventory.give takes item condition as an optional third parameter
Fixed animal spawn loop when admin-spawning them via spawn console command
Merge from prefab_pooling_3
Removed some holster effect prefabs with missing sound references
Fixed building conditional model prefab bundles
Fixed missing conditional model references on wooden wall
Fixed prefab pool warmup only being executed on first server connect
Fixed some entities and construction conditional models pooling on the server, which is not supported
Run prefab pool warmup after loading the level scene (otherwise some warmed up prefabs will be destroyed)
Unified "GameManager Warmup" and "Asset Warmup" to avoid doing duplicate work
Fixed IndexOutOfRangeException during prefab pool warmup
Fixed initial missing audio issues from prefab pool warmup
Run prefab pool warmup after destroying map entities (otherwise warmed entities will be destroyed)
Removed ancient unused broken gib prefab
Skip LOD OnEnable / OnDisable while prewarming prefab pool
Refactored prefab pool prewarming
Increased prefab pool prewarm count (test)
Rearranged graphics settings to make a bit more sense
Moved experimental, slow features (grass shadows + contact shadows) to their own section
Eliminated GC allocs from ESPCanvas
Eliminated GC allocs from LifeScale
Removed world reflection quality since only mode 0 is currently supported on Unity 2018.1 (revisit with 2018.2)
Pool all loot panels, see if that works
Prefab pool warmup tweaks
Prefab pool warmup tweaks
Fixed repair bench UI pooling issues
Update lootpanel prefab scene
Added tree.meshes convar (limits the number of tree meshes to render, disabled by default pending testing in standalone)
Fixed serialization fuckup in MotorRowboat that could cause an NRE when switching CLIENT / SERVER in the editor
Disabled "MoveToContainer failed!" message
Fixed enforced tree mesh count not resetting when changing tree.meshes back to 0