10,834 Commits over 3,867 Days - 0.12cph!
More tests for "crash on exit"
More tests for "crash on exit"
Skip OnDisable / OnDestroy in a bunch of plugin components
Another attempt at fixing "crash on exit"
Skip nearly all OnDisable / OnDestroy when closing the game
Fixed memory leak in SellOrderEntry (vending machine UI)
Don't do anything when calling del without arguments
Testing something to fix "crash on exit"
Prefab pre processing no longer deletes parents of culled game objects (fixes open server side doors on some monuments)
Whoops, physics.minsteps fix
Better client side lower limit for physics.steps and physics.minsteps
Fixed NRE when killed without HitInfo
Fixed NRE in voice recorder
Eliminated GC alloc from voice recorder
Junkpile despawn time is constant (since it was identical on all prefabs anyhow)
Junkpile despawn time is now 30 minutes (from 20 minutes)
Removed unnecessary mipmap refresh from skin texture loading
Added detailed profiling to AsyncTextureLoad
Broken icon import settings are identical to cooking, fire and loading icon import settings
Skins have OnLoaded and OnIconLoaded callbacks
Added OnItemIconChanged event to item icons
Show loading indicator on item icons while they're still loading
Refresh item icons when their skinned icon finished loading
combatlog no longer takes count parameter (always prints full combat log)
combatlogsize defaults to 30
EAC SDK update + PlayerKill reporting
Force profiling when calling invokes because we keep adding slow shit to it that's not wrapped in profiler samples
Strip any game objects on the occluder layer in prefab preprocessing as they're currently not required
When anti hack is disabled, send warning to admins whenever they connect
Unity can't resize compressed textures, so don't try to do so
Changed the way default icons are used before a skin icon is loaded because Unity
Log warning when icon dimensions on an item are off
All item icons can be up to 512x512 (+ double checked they're compressed)
Use default item icon for skinned items until the skin is loaded
Don't recalculate mips when applying skin icon (already done in native code)
Fixed bear skeleton properties referencing the prefab instead of the mesh
SwapArrows is IClientComponent
Fixed skin icons not calling apply after loading
Only cull game objects we culled components from when they don't have any children
Some more workshop skin profiling
Skin icon loading rewrite (performance, memory)
Admins can get combat log of other players
Fixed editor error from removed convars
Removed some test / debug convars that should no longer be used
Game objects tagged with "Server Cull" or "Client Cull" are deleted even if they have components on them (for example animal GameTrace collider on the server)
When culling components from objects, nominate the game object for deletion as well (but only if it had removable components on it)
Only check workshop download status once a second
Fixed profiler sample mismatch
Workshop skin download rewrite (performance, memory, robustness)
Show number of queued skins when perf >= 9
Retired "Viewmodel" layer as it is seemingly unused
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Merge from weekend_branch_6