5,959 Commits over 4,201 Days - 0.06cph!
    
    
    
        
        
            
            
            
                
                 Strip VolumetricDustParticles before VolumetricLightBeam (RequireComponent)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Rolling back eac_hashtool to 
30746 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added asset context menu entry to run BuildPrefabs for client or server
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                 Added IClientComponent to a bunch of client side components
 
                
                
                
                
                
             
         
        
            
            
            
                
                 Improved custom GC logic and replaced gc.minheapsize / gc.maxheapsize with gc.buffer
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added custom GC logic to keep it from triggering while moving or in combat if at all possible (perf 10 to show status)
Added gc.minheapsize and gc.maxheapsize convars for testing / analysis purposes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed error when running CodeGen
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed special case for Cloth and DeferredDecal from prefab preprocessing
BlendedSoundLoops is IClientComponent
Fixed potential NRE in SoundDefinition
 
                
                
                
                
                
             
         
        
            
            
            
                
                Strip NGSS_Directional and HttpImage from server prefabs
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed server asset bundle build time and error spam
 
                
                
                
                
                
             
         
        
            
            
            
                
                Let's try SaveAssets after StopAssetEditing (?)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Removed clusterfuck from HTN Definition<T> class that was throwing exceptions during build
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed ItemIcon.DoPrepare warning
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed server console being empty in release builds
 
                
                
                
                
                
             
         
        
            
            
            
                
                Attempt to fix insane server asset bundle build time
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ignore "kinematic bodies with CCD enabled are not supported! CCD will be ignored." bullshit error because a million things are temporarily setting rigidbodies to kinematic on the server
 
                
                
                
                
                
             
         
        
            
            
            
                
                 Only spawn PerformanceUI on the client
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from unity_2018.3.3
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Removed rigidbody from clientside NPC CH47
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disabled prefab pool debug mode in development builds (now only enabled in editor)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked EntityLink memory pool size
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added building instance pooling to building manager on the client (GC)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clear Log.EAC.txt on server start
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjusted client.maxreceivetime default value to 10ms (was 5ms)
Adjusted server.entitybatchtime default value to 1.0s (was 0.5s)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Renamed server.maxentitiespersecond to server.entitybatchsize
Added server.entitybatchtime (0.5s by default)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed network cell size from 64x64 to 32x32
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ensure that players are always immediately subscribed to their own network cell (fixes rubber banding regression from 31306)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Limit player network cell subscription rate on the server (to fix client frame rate drops)
Reduced client.maxreceivetime to 5ms by default (from 20ms)
Added server.maxentitiespersecond (100 by default)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added building instance pooling to building manager (GC)
 
                
                
                
                
                
             
         
        
            
            
            
                
                 Additional client profiling
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed a potential NRE in CLIENT_PendingInvite
 
                
                
                
                
                
             
         
        
            
            
            
                
                Additional client profiling
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added pooling to ceiling lights
 
                
                
                
                
                
             
         
        
            
            
            
                
                 Implemented IOEntity.ResetState