10,832 Commits over 3,867 Days - 0.12cph!
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
Fixed a gazillion missing ST textures, rebuilt their materials a few dozen times for fun
ScreenOverlayEx takes light intensity into account
Projectile tracers no longer disconnect from their parent one frame too soon
Fixed EffectRecycle lifetime calculation
SpeedTree asset tools support multi-selections
▉▊▉▅▊▌▆▉▊ ▋▇█▇▊ ▅▉▊▋▅▅▄▋▌ ▅▉▍▅▄█ ▅▆▇▍▇▄
▄▍▆▇▄▋▋▄▋▄▄ ▆▄▅▌▅ ▅▇▅ ▉▆▍▄▉
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
SpeedTree update script fixes
ProjectVersion and ProjectSettings updates
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
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
Reduced maximum time per frame to use for clientside network message processing
Monument loot spawns are allowed to spawn underground if their spawn point is inside of a terrain carve volume
Added support for terrain offset to monument and mountain prefab scenes
Added memory usage / gc counter to perf 1 / 2
Prewarm experiment: load all prefabs and effects
Asset prewarming is disabled by default on 32bit
Building prewarm experiment
Disabled small furnace smoke because it wasn't abiding by the laws of physics and looked weird
Added profiler samples to VariableReference
Reduced VitalNote.Update dynamic memory allocations
Added profiler samples to Sound.Update
Removed all dynamic memory allocations from Sound.Update