12,611 Commits over 3,897 Days - 0.13cph!
Fixed EffectRecycle lifetime calculation
SpeedTree asset tools support multi-selections
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Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
Fixed NRE in projectile prediction if non-authoritative
Explicit case for fake projectiles with a penetration power of 0
Projectile prediction tweak
SpeedTree update script fixes
ProjectVersion and ProjectSettings updates
Deferred decal updates for 5.2
Deferred decal support for deferred reflection probes
Deferred decal support for SH9 ambient light
Deferred decal support for emission maps
Fixed server compile error
Added ghetto-ass support for normal mapped screen overlays
EffectRecycle optimizations
Reduced maximum time per frame to use for clientside network message processing some more
Performance.memoryAllocations is stored as megabytes
Building skin changes are deferred and load balanced to reduce framerate hiccups
Reduced maximum time per frame to use for clientside network message processing
Monument loot spawns are allowed to spawn underground if their spawn point is inside of a terrain carve volume
Added support for terrain offset to monument and mountain prefab scenes
Added memory usage / gc counter to perf 1 / 2
Prewarm experiment: load all prefabs and effects
Asset prewarming is disabled by default on 32bit
Building prewarm experiment
Disabled small furnace smoke because it wasn't abiding by the laws of physics and looked weird
Added profiler samples to VariableReference
Reduced VitalNote.Update dynamic memory allocations
Added profiler samples to Sound.Update
Removed all dynamic memory allocations from Sound.Update
Fixed missing stone pickaxe effects
Fixed rock effects folder having the wrong name
Fixed stone hatchet "missing effect" warnings
Toned down stone hatchet screen shake (in line with metal hatchet)
Fixed quarry particle effect performance issues and added particle LODs
Fixed arrow damage being lower than intended
Increased brightness of nights with full moon
Added ParticleSystemContainer utility component (added to large furnace as an example)
Added particle quality slider to F2 menu
Added ParticleSystemLOD (set up on the large furnace as an example)
Fixed smoke particles immediately disappearing when the large furnace is toggled off
Renamed LODCull to MeshCull, LODObject to MeshLOD and LODContainer to RendererLOD
Fixed standalone hangar reverb zone being a solid collider (preventing people from entering it)
Attempt to make SavasIsland playable