5,944 Commits over 4,048 Days - 0.06cph!
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Merged skin approval files from easter branch
Fixed that workshop skin assets would sometimes not load even though they were referenced
Fixed that workshop skin would sometimes not be applied to entity (when it was disabled on the client)
Enabled skin unloading by default if system RAM is close to minimum requirement
Removed second grabpass from background blur shader
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Restored prefab label assignments (manifest issues on new prefabs)
Restored BaseNetworkable label assignment (manifest issues on new entities)
Merge from skin_unloading
Updated M39 material to specular workflow (for skins)
Fixed riot hat skinnable entity reference
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Disabled pooling on player ragdolls (attempt to curb the ragdoll space program)
Server fall failsafe to ensure it never moves upwards
Server side fall spherecast starts at player center point to avoid falling through objects under certain conditions
Decreased effect pool size again
Increased projectile pool size
Increased effect pool size
Optimized Model.FindBone (particularly during continuous gunfire)
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Disabled graphics jobs on Linux (crash fix)
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Subtracting
33326 for now
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Player model bone remapping optimizations
Muzzle flash performance test convar
Third attempt to fix entity registry issue (maintaining legacy behaviour)
Enabled pooling on player corpse entity and ragdoll object
Optimized SkinnedMultiMesh.UpdateLODGroup
Fixed entity registry issues when entity is destroyed
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Added poolable component to party hat
Added poolable component to scarecrow outfit, wearable barrel and dragon mask
Added poolable component to burlap gloves, roadsign gloves and tactical gloves
Player server fall uses MovePosition instead of setting transform.position and calling a network update directly
Player client cycle runs every frame for sleepers that are falling (smooth player model position update)
Added debris to all wall frame inserts to block placement of new wall frame inserts for 30 seconds after they have been destroyed
Unregister entity from entity registry as the last thing in DoEntityDestroy (otherwise GameObjectEx.ToBaseEntity can yield incorrect results on parented entities when destroying)
Unload certain large static prefabs after loading the map
Added forceposition convar (toggle player snapback when position is rejected by AH, only recommended for testing)