5,970 Commits over 4,383 Days - 0.06cph!
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
Load ambient sounds in background (fixes 20ms+ spikes)
All prefabs start disabled
Removed EntityComponent.Awake since it's redundant
Fixed "Look rotation viewing vector is zero" logs
Added DDraw shader to "always include" list
Fixed cupboard entity bounds
Removed MeshFilter component from cupboard trigger
Automatic entity bounds calculation (when no bounds have been set up) ignores triggers
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Timings on server startup align a bit more nicely
Don't allocate cells / batches if collider batching is disabled
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Fixed infinite loop in RainSurfaceAmbience
Reapplied delayed stability refresh after load
Unfucked sound template recycling
Merged the two sky prefabs
Removed shader keyword hack (see next commit)
Hardcoded material keywords where required (revert this when Unity fix their shit)
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Fixed loading screen music cutting out mid-load
Fixed mining quarry / pump jack sounds not turning off properly
Fixed mining quarry / pump jack pitch modifier not being applied when switching on / off
All socket mods include their name in the fail message
Fixed RadiationOverlay never stopping its last sound
Added test radiation zone to CraggyIsland
Fixed barricade damage trigger effects
Removed SoundPlayer OnDisable hack (no longer needed, now handled by OnParentDestroying)
Fixed SoundVoiceLimiter keeping references to sounds that have already been pooled / retired
SoundVoiceLimiter removes sounds ordered by their remaining play time
Made barricade placement on terrain a bit more forgiving
Added diagnostics to SpawnHandler report, fixed NRE
Retired sound player chance
Fixed lantern having a sound template clone stored in its prefab
Fixed lantern spawning in the switched on state