10,922 Commits over 3,959 Days - 0.11cph!
All prefabs start disabled
Load ambient sounds in background (fixes 20ms+ spikes)
Don't add road and river mesh filters and renderers on the server
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Decay is entity component (fixes decay reset)
In the editor, compare entity networking IDs instead of references in BaseEntity.IsVisible
Added prefab warmup (off by default)
Fixed bed placement on foundations
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