9,575 Commits over 4,444 Days - 0.09cph!
Wall corner conditional model scripts support wall.half, wall.low, wall.doorway and wall.window
Fixed "Parented sleeper on vehicle teleported to world origin (wtf)"
Some manifest prefab changes
Fixed roadside monuments sometimes spawning upside down (edge case)
Forgot ConstructionSocket.cs
First round of piral stairs tweaks and fixes
Wall corner conditional model prefab updates
Wall corner conditional model implementation
Prefab serialization layout auto updates
Fixed "missing parent entity" spam
Compile fix (main/comp merge)
Enabled incremental GC on Linux servers as a test
Move disabled / network limited entities to the limbo network group (so they are properly excluded from any processing)
Fixed navmesh_2 layer mask adjustment (broke certain monument navmeshes)
Ignore all DecorComponent that are not on the root game object (workaround for random monument scaling issues caused by child object bushes with DecorScale)
Subtracting
48875 (ignore.conf)
Deleting desktop.ini.meta
Fixed IndexOutOfRangeException when loading save (from main/monument_vendors merge, this needs looking at because two vendors don't seem to have a valid NPCVendingOrder - is this intentional?)
Disabled incremental GC on Mac / Linux builds to be safe (seems to be buggy on 2019.3)
Added gc.alloc admin test convar
More granular texture bundle filter to avoid pulling in unused textures
Another attempt at bundle build time optimization
Repplying
48101 (2019.3 perf fix)
Reapplying
43422 (async prefab preload, test to see if related crashes are fixed on 2019.3)
Subtracting
48101 (2019.3 perf fix) as a test to verify we are back to baseline perf without it