5,910 Commits over 3,867 Days - 0.06cph!
Process all deferred actions in FinishedLoadingRoutine
Temp metal bullet decal Z fighting fix
Fixed ArgumentOutOfRangeException in BaseProjectile
Added some more tags to remote logging
Added 4 missing bush prefabs to the asset gallery and tweaked their LOD distances
Unfucked bullet particle effects
TreeMesh warns if STM file is referenced directly
Replaced Hollywood-Juniper-1 STM reference with prefab reference
Added 4 missing bush prefabs (cc Petur)
Bushes add prefabs to terrain, not STM files
Only editor-refresh deferred decals if not in play mode
Mesh batching verbosity has 2 modes
Airdrops avoid powerlines
Fixed SoundDefinition NRE
Made GraphicRaycaster toggling less hacky
Temp fix for footstep spam on 5.2.0
Disable GraphicRaycaster components when the cursor is locked (saves 1-2ms when no menu is open)
LOD distance calculation is per-object
Fixed certain parameters not refreshing when doing decor / grass refresh in the editor play mode
Retired DecalPlace, made everything more artist-friendly
Cleaning up the various asset warmup experiments (warmupmode=1 is default, 2 loads asynchronously while in the main menu)
Renamed warmup convar to warmupmode
Added warmup console command
Added warmup implementation to editor file system
Fixed standalone-only compile issues
Fixed missing reverb zone trigger references on SavasIsland
Fixed missing reverb zone collider reference on satellite dish prefab
Fixed BaseEntity.RPC not compiling in-editor if set to SERVER
Increased LOD grid cell size some more
No longer cull objects right after instantiate (could make them temporarily invisible until their mesh was batched)
Fixed ReverbZoneTrigger LODing
Added INeedsToStartDisabled to SoundPlayer
Added GetLength to SoundDefinition
Merge from unity5.2.0f3_changes
Converted cold overlay to ScreenOverlayEx
ScreenOverlayEx takes light intensity into account
Projectile tracers no longer disconnect from their parent one frame too soon
Fixed EffectRecycle lifetime calculation
Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
Fixed NRE in projectile prediction if non-authoritative
Explicit case for fake projectiles with a penetration power of 0
Projectile prediction tweak
Fixed server compile error
Added ghetto-ass support for normal mapped screen overlays
EffectRecycle optimizations
Reduced maximum time per frame to use for clientside network message processing some more
Performance.memoryAllocations is stored as megabytes
Building skin changes are deferred and load balanced to reduce framerate hiccups