12,539 Commits over 4,109 Days - 0.13cph!
Reduced GC caused by quickcraft (progress but still sucks)
Optimized SkinSet (player gender / race setup)
Instantiate ore hotspot flare as effect
Only add ore hotspot flare when close (eliminates update overhead in the distance)
Enabled entity pooling on ore hotspots
Enabled effect pooling on ore hotspot flare
Updated renderer native library (Linux & OSX)
Updated some spawn population parameters, increased junkpile spawn attempts
Added SpawnAttemptsInitial and SpawnAttemptsRepeating parameters to spawn populations
Removed another pointless component from the radtown stone ore
Removed spawnable component from radtown ores
Adjusted texture resolution curve on the various quality presets, let's see how this looks
Excluding some prefabs from asset warmup since they're not always required and will be loaded later when loading the map
Removed some 32bit specific code
No longer save assetwarmup and prefabwarmup convars (should always be enabled, only use for debugging)
AsyncTerrainNavMeshBake for Pål
Disabled entity pooling on ore hotspots (SimpleFlare clusterfuck)
Enabled entity pooling on ore hotspots
Don't load skins into RAM with itemskins 0
Temp fix for DrawMeshInstanced ArgumentOutOfRangeException from FoliageDisplacementManager
Removed renderer_invalidate and collider_invalidate batching convars
Added sysuid console command (prints unique device identifier)
Can once again paint terrain in play mode in the editor
Updated mountain placement topology filter
Updated mountain biome maps
Updated mountain placement biome filter
Updated biome map auto bake (now splat based)
Updated terrain splat transfer (better blending)
Implemented mountain biome map transfer
Re-exported mountain biome textures
Spawn mountains after all terrain maps have been generated
Biome textures for all mountain prefabs
Splat texture for mountain 5
Deleted obsolete "wooden logs" loading steps from procedural map
Beautified skinnable loading API