11,016 Commits over 4,109 Days - 0.11cph!
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?)
Fixed "kinematic bodies with CCD enabled are not supported!" physics error when loading the rowboat and HAB prefabs
These changed for some reason (cc diogo, please double check)
Did "Unpack Prefab" on some game objects on Craggy Island to fix editor performance issues
Removed rigidbody from clientside NPC CH47
Disabled prefab pool debug mode in development builds (now only enabled in editor)
Tweaked EntityLink memory pool size
Added building instance pooling to building manager on the client (GC)
Clear Log.EAC.txt on server start
Adjusted client.maxreceivetime default value to 10ms (was 5ms)
Adjusted server.entitybatchtime default value to 1.0s (was 0.5s)
Renamed server.maxentitiespersecond to server.entitybatchsize
Added server.entitybatchtime (0.5s by default)
Changed network cell size from 64x64 to 32x32
Ensure that players are always immediately subscribed to their own network cell (fixes rubber banding regression from 31306)
Limit player network cell subscription rate on the server (to fix client frame rate drops)
Reduced client.maxreceivetime to 5ms by default (from 20ms)
Added server.maxentitiespersecond (100 by default)
Added building instance pooling to building manager (GC)
Additional client profiling