10,834 Commits over 3,867 Days - 0.12cph!
Warmup player animators when they switch to enabled (fixes animation state when players become visible)
PlayerModel cleanup, optimizations and fixes
Added pooling to player collision, model and name tag
Add player LOD group in prefab preprocessing rather than ingame
Don't build player meshes until they become visible
Skip adding the CL entity name prefix if the game object name already contains it
Fixed unlit campfires hurting players after server restart
Optimized BaseEntityChild.Setup
Updated BuildingTest.sav (now also contains building stability)
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates)
Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate
Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
Added refresh_stability debug console command
Game manager no longer sets the game object name when taking from a pool (performance)
Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling)
Added additional profiling to LOD, pooling and mesh batching code
Optimized terrain carving triggers (better projectile and player culling performance)
Added log when server is fully started
Sticky gizmos for deferred decals
Removed building blocked chat message when trying to place while placement guide is red
Fixed code lock placement guide not being shown as red when in unauthorized cupboard
Fixed server side player rotation getting corrupted when spawning in sleeping bags that were placed on hills
Foliage displacement code cleanup
Minor foliage displacement optimizations
Quick optimization for OBB.Contains
Fixed profiler sample mismatch introduced with
16568 (spamming when looking at terrain)
Added foliage displacement trails to players
Unified DecalDictionary and ParticleDictionary into EffectDictionary
Added support for foliage displacement prints
Building privilege is also checked at the construction placement position, not just at the player position
Holding a hammer also enables the building blocked message
Building blocked message is only shown when in building mode
Reviving line of sight check is more forgiving such that it doesn't cancel immediately when losing focus
Optimized coarse height and slope map generation in standalone builds
Made terrain height and normal textures readable at runtime (required for coarse map generation)
Added grass displacement toggle to graphics options
Reduced resolution of coarse terrain height and slope maps
Fixed all grass appearing displaced with grass displacement disabled (for real)
Fixed foliage displacement NRE when leaving server
Fixed all grass appearing displaced with grass displacement disabled
Exposed high resolution terrain height and slope maps to shaders
Grass displacement now also works on big maps
Added shader parameter for displacement height to grass shader + material
Retired displacement layer (no longer needed)
Moved deferred decals to rendering folder
Full grass displacement rewrite (now faster and better looking, disabled by default for further testing)
Merge from ambient_light_volumes