5,953 Commits over 4,171 Days - 0.06cph!
LOD grid components are now supported on pooled objects
Building skin instantiates are now pooled
Fixed LODBatch corruption on pooled objects
Memory pool tracks items in use to idenfity missing frees and foreign items entering the pool
Added pool.prefabs console command (prints pooled prefab counts)
Clear prefab pool as well when pool.clear is called
WaterLevel.Test also works for zero bounds
Set the correct player entity bounds
Enabled LOD components on cliff meshes
Reduced GC in the grass and dynamic decor systems
Added AssetPool (optimized specifically for Unity assets)
Converted mesh pooling to AssetPool
Added pool.assets console command
Util scripts folder cleanup
CurrentVersion no longer cares about patch releases (unless specifically specified)
EntityCollisionMessage correctly handles batched colliders
Better error message when trying to remove LOD components from cells they don't belong to
Converted DecalRotate and DecalScale to prefab attributes
Fixed scale divergence on recycled decals
Re-saving all custom map scenes (GameObjectRef serialization)
Adjusted terrain alpha cutoff range
Fixed arrows being almost impossible to fire through window bars
Fixed arrow world model LODs
On server start, first load the save, then batch colliders and then run stability (with physics frames inbetween)
Temp fix for SoundPlayer error
Added batching.colliders server convar
Toggle building collider after setting its mesh (to refresh it in the physics system)
Cache building collider bounds (in case the collider is disabled)
Fixed stability issues when using collider batching or any other non-convex collider on building blocks
Fixed NRE in ConstructionCollision
Subtracted redundant changeset
11095
Don't bitch about objects leaving their LOD cell, instead try to deal with it as good as possible
Don't update console text if it's invisible (avoids performance bottlenecks when spamming errors)
Fixed console not receiving messages that have been logged before it has been opened for the first time
Fixed sounds not destroying
Fixed IndexOutOfBounds exception in SoundModulation
Fixed sleeping bag placement on foundations
Fixed bed placement on foundations
Added prefab warmup (off by default)
In the editor, compare entity networking IDs instead of references in BaseEntity.IsVisible
Decay is entity component (fixes decay reset)
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Don't add road and river mesh filters and renderers on the server