10,528 Commits over 4,201 Days - 0.10cph!
    
    
    
        
            
            
            
                
                Effect changes compile fix
Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Run GC before the loading screen disappears (join, respawn)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Dump contains number of batched colliders
Added batching.status console command
 
                
                
                
                
                
             
         
        
            
            
            
                
                First OOM exception also has the OOM tag set
 
                
                
                
                
                
             
         
        
            
            
            
                
                status console command should never crash
 
                
                
                
                
                
             
         
        
            
            
            
                
                Extension method / utility class cleanup
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added PrefabPool and set some things up in GameManager
 
                
                
                
                
                
             
         
        
            
            
            
                
                Pool prefab instantiates of effects, decals and dynamic decor
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Group effects without parent in the editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't try to pool objects that have alrady been destroyed by someone else
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't try to pool objects when quitting
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed stability neighbour refreshes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed NRE on server start (maybe)
 
                
                
                
                
                
             
         
        
            
            
            
                
                LOD grid components are now supported on pooled objects
Building skin instantiates are now pooled
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed LODBatch corruption on pooled objects
 
                
                
                
                
                
             
         
        
            
            
            
                
                Memory pool tracks items in use to idenfity missing frees and foreign items entering the pool
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added pool.prefabs console command (prints pooled prefab counts)
Clear prefab pool as well when pool.clear is called
 
                
                
                
                
                
             
         
        
            
            
            
                
                WaterLevel.Test also works for zero bounds
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set the correct player entity bounds
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Enabled LOD components on cliff meshes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduced GC in the grass and dynamic decor systems
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added AssetPool (optimized specifically for Unity assets)
Converted mesh pooling to AssetPool
Added pool.assets console command
 
                
                
                
                
                
             
         
        
            
            
            
                
                Util scripts folder cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                CurrentVersion no longer cares about patch releases (unless specifically specified)
 
                
                
                
                
                
             
         
        
            
            
            
                
                EntityCollisionMessage correctly handles batched colliders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better error message when trying to remove LOD components from cells they don't belong to
 
                
                
                
                
                
             
         
        
            
            
            
                
                Converted DecalRotate and DecalScale to prefab attributes
Fixed scale divergence on recycled decals
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Re-saving all custom map scenes (GameObjectRef serialization)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjusted terrain alpha cutoff range
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed arrows being almost impossible to fire through window bars
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed arrow world model LODs
 
                
                
                
                
                
             
         
        
            
            
            
                
                On server start, first load the save, then batch colliders and then run stability (with physics frames inbetween)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Temp fix for SoundPlayer error
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added batching.colliders server convar
 
                
                
                
                
                
             
         
        
            
            
            
                
                Toggle building collider after setting its mesh (to refresh it in the physics system)
Cache building collider bounds (in case the collider is disabled)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed stability issues when using collider batching or any other non-convex collider on building blocks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed NRE in ConstructionCollision
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Subtracted redundant changeset 
11095 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't bitch about objects leaving their LOD cell, instead try to deal with it as good as possible