11,010 Commits over 4,079 Days - 0.11cph!
Fixed ambient light adjustment inside player buildings being reversed
Deployable component is now prefab attribute (stripped from instances, reduced memory usage)
Retired EntityDisabled script (needless component overhead)
Only log building privilege warning if developer > 0
Prototyped a better, low-overhead variant of prefab pooling
Hacked around UI canvas overhead on grass displacement camera
Correctly apply ambient multiplier at runtime
Enabled player model pooling by default (testing)
Only log gib warning if developer > 0
Reduced GC from gibs
Fixed power substation scenes missing SceneToPrefab tag
Improved Scene2Prefab preprocessing
Log warning when moving entity to group we are not subscribed to
Only log group subscription warnings if developer > 0
Pause editor when Steam initialization failed
Client keeps track of subscribed network groups, warns when something fishy happens
Network++
OSX FacepunchSteamworksAPI fixes
Merge from main
Network++
Updated all CSProj pre and post build tasks to MSBuild syntax (platform agnostic)
Added new weapon mod world models to bundles
Network++
Disabled pool.player_model by default for now
Network++
Fixed NRE when sign is destroyed within RequestTextureUpdate delay
Fixed censorship cube update issues
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Scene2Prefab (monuments and dungeons are now using flat hierarchies for performance)
Network++
Save++
Scene2Prefab hierarchy flattening does not remove empty child objects of entities
Enabled hierarchy flattening in all dungeon / monument scenes
Scene2Prefab can opt out of automatic hierarchy flattening
Made Scene2Prefab a bit faster
Nicer progress bar for Scene2Prefab
Flatten dungeon prefabs on export (performance)
Fixed cave_small_easy scene merge fuckup
AmbientLightLOD uses LOD grid for better load balancing, less stress on the dynamic LOD manager
Merge from main
Network++
Fixed locks not being networked properly
Merge from networking_fuckery
Fixed effect instantiates, console messages and console commands showing up as "GroupChange" in profiler
Enabled player model, collider and nametag pooling again
Destroy entity client instances recursively when a network limited entity changes parenting
Fixed a situation where child entities could miss a group change of their parent, then leak on the client
Entity find commands return both client and server entities in the editor
Fixed rare-ish infinite loop in SoundManager
Added parent to entity info
Added find_parent command
Fixed error in entity find commands when group is null
Fixed possible NRE in entity find commands