10,834 Commits over 3,867 Days - 0.12cph!
BaseCombatEntity.Hurt uses pooling for HitInfo
Item / ItemManager use pooling
Eliminated BaseCombatEntity.Hurt GC alloc
Fixed BaseProjectile.DelayedModsChanged profiler sample mismatch
Merge from unity_2022.3.24
Removing Unity.AI.Navigation package since we're using a customized version of the old one
Kayak fix for "Setting linear velocity of a kinematic body is not supported."
SteamNewsSource http -> https
Merge from unity_2022.3.24
Strip all UnityEngine.AI components from clients (attempt to fix warning spam)
Merge from unity_2022.3.24
OnParentChanging velocity adjustment is skipped on kinematic rigidbodies to fix: "Setting linear velocity of a kinematic body is not supported."
Replaced RenderSettings.customReflection with ReflectionProbe.defaultTexture
Merge from unity_2022.3.24
Merge from unity_2022.3.24
Merge from unity_2022.3.24
Removing UnityEngine.Profiling.Memory.Experimental references
Merge from unity_2022.3.24
CurrentVersion, ProjectSettings
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Straighten road next to roadside monuments
Prefer longer cliff segments
PlaceCliffs has MinHeight and MaxHeight parameters to specifc terrain altitude range of certain cliff types
Moved GenerateCliffTopology slopeCutoff and splatCutoff to consts at the top of the file
Implemented "force the cliffs to spawn at the highest available Y position"
Fixed "cliff scaling doesn't always obey the min/max values"
ProceduralMapRoad spawns roadside monuments
PlaceMonumentsRoadside fixes & improvements
Fixed piece of shit water system returning incorrect trace hit position when underwater, causing incorrect water hits while inside water carving volumes
S2P harbor_1 and harbor_2
Enabled IsDynamic on crane rope ladder prefab (so it persists through entity save / load)
S2P harbor_1 and harbor_2
Merge from main (needs S2P, see next commit)
ServerListManager.EnqueuePings NRE fix
Cached server browser HttpClient exceptions no longer prevent download reattempts
Cached server browser is less exceptiony
Fixed hole in side of terrain when harbor spawns too close to terrain edge (not ideal, but good temporary solution)