5,422 Commits over 4,444 Days - 0.05cph!
Subtracting SteamNetworking_MultiLane_3 while we're waiting for a hotfix for certain servers no longer showing up in the server browser
Updating steamclient libraries to latest
Merge from LoadMapFile (editor only)
Mac server build is no longer uploaded
Steam upload files for aux02 branch
Reverting all the vehicle merges (let's test this on a branch first)
Fixed prefab preprocessing never running on entities that spawn as child entities / nested prefabs (this will need testing for vehicles after loading a save and for map entities after wiping a server)
Handle bones that don't exist on the server in BoneDictionary transform lookup
Changed default entity penetration resistance to 100 (only applies to non-BaseCombatEntity-entities and BaseCombatEntitiy-entities without protection properties set)
Another attempt: Cull desert dwelling child entities from client (since they are spawned through entity networking) to fix entity ghosts
Forgot desert dwelling single C
Cull desert dwelling child entities from client (since they are spawned through entity networking) to fix entity ghosts
Added additional info to combatlog (after info, so hopefully won't break too many parsers)
Fixed edge case blocking way too large of an area for other player missions when a player accepts a mission
Fixed WorldPositionGenerator NRE (introduced with the partial rewrite)
WorldPositionGenerator partial rewrite (fixed incorrect position calculation + missing valid spawn positions under certain conditions)
Added World.LoadedFromSave boolean (can be checked in BaseEntity.Spawn and BaseEntity.Load to see if the current session was loaded from a save)
Fixed NRE during loading screen when loading demos without the matching map file
Fixed bottom underwater lab end caps facing the wrong way
Buoyancy returns correct water depth underneath water carving volumes
Subtracting
61639 (should've gone on a branch)
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
Re-enabling graphics jobs on macOS (done experimenting)
Disabling graphics jobs on macOS for better profiling
Fixed tree billboards always (often? sometimes?) being always visible on trees that spawn within network range until going back out / in network range
Better TreeManager (msg me when it comes to unfucking this upcoming merge conflict with HDRP backport, or just subtract this changeset)
Fixed build exception when ItemDefinition.shortname is null in ItemManager.Initialize (this exception appears to cause a full editor crash on 2019.4.23?)
Disabled incremental garbage collector on macOS again
Enabling incremental GC on macOS as a test (checking if 2019.4.22 fixed it)
Fixed "no IPV6 support" when connecting using localhost
Unity 2019.4.22f1
Re-enabled graphics jobs on macOS (test)
Disable aurora, rainbow and lightning effects when inside train tunnels
Fixed "LODS aren't updating during elevator rides if the player doesn't move with WASD"
Fixed TerrainPath.DungeonRoot not being set when the map is loaded from cache (blind commit since Unity is stuck on startup)
Completely disable rain / snow particle effects inside train tunnel environment volumes
Only try generating dungeon navmesh if dungeon exists
Reapplying
58855 since it was probably not causing any problems after all
Added a third texture bundle due to the 4GB asset bundle limit (there's always a chance this breaks something, so will need testing)
Roof conditional corners only apply when the roof tiers match
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