5,928 Commits over 3,959 Days - 0.06cph!
Optimized SkinSet (player gender / race setup)
Instantiate ore hotspot flare as effect
Only add ore hotspot flare when close (eliminates update overhead in the distance)
Enabled entity pooling on ore hotspots
Enabled effect pooling on ore hotspot flare
Updated renderer native library (Linux & OSX)
Updated some spawn population parameters, increased junkpile spawn attempts
Added SpawnAttemptsInitial and SpawnAttemptsRepeating parameters to spawn populations
Removed another pointless component from the radtown stone ore
Removed spawnable component from radtown ores
Adjusted texture resolution curve on the various quality presets, let's see how this looks
Excluding some prefabs from asset warmup since they're not always required and will be loaded later when loading the map
Removed some 32bit specific code
No longer save assetwarmup and prefabwarmup convars (should always be enabled, only use for debugging)
AsyncTerrainNavMeshBake for Pål
Disabled entity pooling on ore hotspots (SimpleFlare clusterfuck)
Enabled entity pooling on ore hotspots
Don't load skins into RAM with itemskins 0
Temp fix for DrawMeshInstanced ArgumentOutOfRangeException from FoliageDisplacementManager
Removed renderer_invalidate and collider_invalidate batching convars
Added sysuid console command (prints unique device identifier)
Beautified skinnable loading API
EAC update (fix for "EAC Disconnected")
Additional profiling in DownloadAndApplyWorkshopSkin
Convar to toggle the item skin cache
Retiring DX9 (OpenGL fallback)
Merge from skin_cache_native
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Subtracting new ore nodes
Network++
Merge from ore_nodes
Network++
Optimized effect dictionary creation by including the data pre-sorted in the game manifest (eliminates various stutters caused by effect spawns)
Water no longer spawns a world model when dropped out of its item container
Fixed FoliageDisplacementManager calling Camera.Render
Cherry picking
21682 (Parallel.Call) to avoid future merge conflicts in Facepunch.UnityEngine
Foliage displacement no longer creates a second camera (eliminates all overhead)
Foliage displacement can select whether or not to render as a billboard on the component
Subtracting all AI experiments
Fixed NRE when opening workshop from main menu without having joined a server
Stairs and foundation steps use more accurate shadow casting proxy meshes
Merge from detailed_stair_colliders
Added TerrainNavMesh class (basic API to retrieve a mesh or nav mesh build source for a certain terrain patch)
Retired "Navigation" layer because we can directly feed meshes to the bake \o/
Navigation layer does not collide with anything
Main camera ignores navigation layer