10,480 Commits over 4,171 Days - 0.10cph!
Reduced maximum time per frame to use for clientside network message processing some more
EffectRecycle optimizations
Added ghetto-ass support for normal mapped screen overlays
Fixed server compile error
Deferred decal updates for 5.2
Deferred decal support for deferred reflection probes
Deferred decal support for SH9 ambient light
Deferred decal support for emission maps
ProjectVersion and ProjectSettings updates
SpeedTree update script fixes
Projectile prediction tweak
Explicit case for fake projectiles with a penetration power of 0
Fixed NRE in projectile prediction if non-authoritative
Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
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SpeedTree asset tools support multi-selections
Fixed EffectRecycle lifetime calculation
Projectile tracers no longer disconnect from their parent one frame too soon
ScreenOverlayEx takes light intensity into account
Fixed a gazillion missing ST textures, rebuilt their materials a few dozen times for fun
Converted cold overlay to ScreenOverlayEx
Merge from unity5.2.0f3_changes
Added INeedsToStartDisabled to SoundPlayer
Added GetLength to SoundDefinition
No longer cull objects right after instantiate (could make them temporarily invisible until their mesh was batched)
Fixed ReverbZoneTrigger LODing
Increased LOD grid cell size some more
Fixed BaseEntity.RPC not compiling in-editor if set to SERVER
Fixed missing reverb zone collider reference on satellite dish prefab
Fixed missing reverb zone trigger references on SavasIsland
Fixed standalone-only compile issues
Renamed warmup convar to warmupmode
Added warmup console command
Added warmup implementation to editor file system
Cleaning up the various asset warmup experiments (warmupmode=1 is default, 2 loads asynchronously while in the main menu)
Retired DecalPlace, made everything more artist-friendly
Fixed certain parameters not refreshing when doing decor / grass refresh in the editor play mode
Don't batch door colliders
LOD distance calculation is per-object
Disable GraphicRaycaster components when the cursor is locked (saves 1-2ms when no menu is open)
Temp fix for footstep spam on 5.2.0
Made GraphicRaycaster toggling less hacky
Fixed SoundDefinition NRE
Airdrops avoid powerlines
Mesh batching verbosity has 2 modes
Only editor-refresh deferred decals if not in play mode