10,834 Commits over 3,867 Days - 0.12cph!
Fixed player step detection glitchiness on stairs
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Merge from skin_unloading_2
When unparenting entities in DoServerDestroy, keep their world position so they don't warp to world origin for the rest of the frame
Unloading skins no longer causes any GC
Skin textures are "unloaded" instead of destroyed if they were loaded from bundles to prevent asset corruption
Fixed another race condition in skin unloading that could corrupt loaded skins
Fixed another race condition in skin unloading that could corrupt loaded skins
Doorways render as full walls in reflection pass to prevent light bleeding
Set editor and standalone default graphics quality to highest (for terrain painting, ffs Unity)
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Enabled incremental GC and added a bunch of convars
Use "full rect" mesh type on all sprites (except billboards)
Editor script to force "full rect" mesh type on all sprites (except billboards)
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Fixed another race condition in skin unloading that could corrupt loaded skins
Legacy skin icon sprites also use "full rect" mesh type
Merge from unity_2019.1.0 (now actually 2019.1.1)
Merge from unity_2019.1.0 (now actually 2019.1.1)
Fixed race condition in skin unloading that could corrupt loaded skins
Removed ReflectionProbeEx/Resources/Skybox as the shader was causing corrupt asset bundles on Windows and Linux (Vulkan compilation error)
Merge from skin_icons (fixes invisible or weird looking icons on newly approved workshop skins)
Deployer also sets skin ID when deploying to socket (for water purifier)
Fixed some old deployables not having a model component yet (now required to apply skins)
Try loading skin icon from server if not found in bundle, only if that fails fall back to the icon the creator uploaded to the workshop
Disabled GPU skinning on Linux
Eliminated GC alloc from BaseEntity.UpdateParenting
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Merged skin approval files from easter branch
Fixed RUST-295 (Pie menu icon colour invert not switching)