5,983 Commits over 4,413 Days - 0.06cph!
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
LOD distance calculation is per-object
Disable GraphicRaycaster components when the cursor is locked (saves 1-2ms when no menu is open)
Temp fix for footstep spam on 5.2.0
Made GraphicRaycaster toggling less hacky
Fixed SoundDefinition NRE
Airdrops avoid powerlines
Mesh batching verbosity has 2 modes
Only editor-refresh deferred decals if not in play mode
Added 4 missing bush prefabs (cc Petur)
Bushes add prefabs to terrain, not STM files
TreeMesh warns if STM file is referenced directly
Replaced Hollywood-Juniper-1 STM reference with prefab reference
Unfucked bullet particle effects
Added 4 missing bush prefabs to the asset gallery and tweaked their LOD distances
Added some more tags to remote logging
Fixed ArgumentOutOfRangeException in BaseProjectile
Temp metal bullet decal Z fighting fix
Process all deferred actions in FinishedLoadingRoutine