10,834 Commits over 3,867 Days - 0.12cph!
Moved Validate_Pickup from OnValidate to OnPrepare as it appears to fuck things up at build time since 2018.3.3
Removed build debugging again
Updated palm clutter prefabs
Correctly handle nested prefabs in prefab preprocessing (test cases: palm_tree_short_d_clutter and palm_tree_short_e_clutter)
Fixed PrefabPreProcess.NeedsProcessing being called twice
Strip VolumetricDustParticles before VolumetricLightBeam (RequireComponent)
Rolling back eac_hashtool to
30746
Rolling back eac_hashtool
30746
Awful workaround for flyhack false positive from certain palms
Subtracting
31686 to prevent insanity
pal_med, palm_small and palm_tall are using mesh colliders on the server (palm_short remain unchanged)
Adjusted clutter palm culling distance
Added poolable component to new palm tree prefabs
Fixed LODs / billboard culling on new palm tree prefabs
Merge from new_palm_trees
Merge from military_tunnel_lighting_merge
Added asset context menu entry to run BuildPrefabs for client or server
Added IClientComponent to a bunch of client side components
Improved custom GC logic and replaced gc.minheapsize / gc.maxheapsize with gc.buffer
Added custom GC logic to keep it from triggering while moving or in combat if at all possible (perf 10 to show status)
Added gc.minheapsize and gc.maxheapsize convars for testing / analysis purposes
Fixed error when running CodeGen
Removed special case for Cloth and DeferredDecal from prefab preprocessing
BlendedSoundLoops is IClientComponent
Fixed potential NRE in SoundDefinition
Strip NGSS_Directional and HttpImage from server prefabs
Fixed server asset bundle build time and error spam
Let's try SaveAssets after StopAssetEditing (?)
Removed clusterfuck from HTN Definition<T> class that was throwing exceptions during build
Removed ItemIcon.DoPrepare warning
Fixed server console being empty in release builds
Attempt to fix insane server asset bundle build time
Ignore "kinematic bodies with CCD enabled are not supported! CCD will be ignored." bullshit error because a million things are temporarily setting rigidbodies to kinematic on the server
Only spawn PerformanceUI on the client
Merge from unity_2018.3.3
Fixed "kinematic bodies with CCD enabled are not supported!" physics error when loading the patrol helicopter prefab
Fixed "kinematic bodies with CCD enabled are not supported!" physics error when loading the CH47 prefabs
Disabled rigidbody interpolation on HAB and CH47 (server performance?)