5,928 Commits over 3,959 Days - 0.06cph!
Fixed sleeping bag placement on foundations
Fixed IndexOutOfBounds exception in SoundModulation
Fixed sounds not destroying
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
Don't bitch about objects leaving their LOD cell, instead try to deal with it as good as possible
Subtracted redundant changeset
11095
Fixed NRE in ConstructionCollision
Fixed stability issues when using collider batching or any other non-convex collider on building blocks
Toggle building collider after setting its mesh (to refresh it in the physics system)
Cache building collider bounds (in case the collider is disabled)
Added batching.colliders server convar
Temp fix for SoundPlayer error
On server start, first load the save, then batch colliders and then run stability (with physics frames inbetween)
Fixed arrow world model LODs
Fixed arrows being almost impossible to fire through window bars
Adjusted terrain alpha cutoff range
Re-saving all custom map scenes (GameObjectRef serialization)
Converted DecalRotate and DecalScale to prefab attributes
Fixed scale divergence on recycled decals
Better error message when trying to remove LOD components from cells they don't belong to
EntityCollisionMessage correctly handles batched colliders
CurrentVersion no longer cares about patch releases (unless specifically specified)
Util scripts folder cleanup
Added AssetPool (optimized specifically for Unity assets)
Converted mesh pooling to AssetPool
Added pool.assets console command
Reduced GC in the grass and dynamic decor systems
Enabled LOD components on cliff meshes
Set the correct player entity bounds
WaterLevel.Test also works for zero bounds
Added pool.prefabs console command (prints pooled prefab counts)
Clear prefab pool as well when pool.clear is called
Memory pool tracks items in use to idenfity missing frees and foreign items entering the pool
Fixed LODBatch corruption on pooled objects
LOD grid components are now supported on pooled objects
Building skin instantiates are now pooled
Fixed NRE on server start (maybe)
Fixed stability neighbour refreshes
Extension method / utility class cleanup
status console command should never crash
First OOM exception also has the OOM tag set
Dump contains number of batched colliders
Added batching.status console command
Run GC before the loading screen disappears (join, respawn)
Effect changes compile fix
Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
Fixed warning in Gib class
Merge from collider-batching (beware dev servers, hide yo savegame backups)