5,953 Commits over 4,171 Days - 0.06cph!
Fixed stone hatchet "missing effect" warnings
Toned down stone hatchet screen shake (in line with metal hatchet)
Fixed rock effects folder having the wrong name
Fixed missing stone pickaxe effects
Added profiler samples to Sound.Update
Removed all dynamic memory allocations from Sound.Update
Reduced VitalNote.Update dynamic memory allocations
Added profiler samples to VariableReference
Disabled small furnace smoke because it wasn't abiding by the laws of physics and looked weird
Building prewarm experiment
Asset prewarming is disabled by default on 32bit
Prewarm experiment: load all prefabs and effects
Added memory usage / gc counter to perf 1 / 2
Monument loot spawns are allowed to spawn underground if their spawn point is inside of a terrain carve volume
Reduced maximum time per frame to use for clientside network message processing
Building skin changes are deferred and load balanced to reduce framerate hiccups
Performance.memoryAllocations is stored as megabytes
Reduced maximum time per frame to use for clientside network message processing some more
EffectRecycle optimizations
Added ghetto-ass support for normal mapped screen overlays
Fixed server compile error
Projectile prediction tweak
Explicit case for fake projectiles with a penetration power of 0
Fixed NRE in projectile prediction if non-authoritative
Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
Fixed EffectRecycle lifetime calculation
Projectile tracers no longer disconnect from their parent one frame too soon
ScreenOverlayEx takes light intensity into account
Converted cold overlay to ScreenOverlayEx
Merge from unity5.2.0f3_changes
Added INeedsToStartDisabled to SoundPlayer
Added GetLength to SoundDefinition
No longer cull objects right after instantiate (could make them temporarily invisible until their mesh was batched)
Fixed ReverbZoneTrigger LODing
Increased LOD grid cell size some more
Fixed BaseEntity.RPC not compiling in-editor if set to SERVER
Fixed missing reverb zone collider reference on satellite dish prefab
Fixed missing reverb zone trigger references on SavasIsland
Fixed standalone-only compile issues
Renamed warmup convar to warmupmode
Added warmup console command
Added warmup implementation to editor file system
Cleaning up the various asset warmup experiments (warmupmode=1 is default, 2 loads asynchronously while in the main menu)
Retired DecalPlace, made everything more artist-friendly
Fixed certain parameters not refreshing when doing decor / grass refresh in the editor play mode