12,526 Commits over 4,018 Days - 0.13cph!
Added eye_blinking and eye_movement convars
Merge from playeranimator_swap_test
Added cinematic_play and cinematic_stop
Added TreeManager (does what FarAwayTreeManager and FarAwayTreeRenderer do, but uses ImpostorRenderer for rendering)
Skin.ReadDefaults NRE fix
Merge from unloadprefabs_2
Forced world serialization rebuild to refresh world file on clients that joined a new server and servers that wiped today
Scene2Prefab on swamps to fix checksum mismatch (Plastic subtract fuckup?)
Forced world serialization rebuild to refresh world file on clients that joined a new server and servers that wiped today
Disabled GraphicsRaycaster component on ChippyGame (perf)
Disabled raycast target on world UI of Chippy arcade and vending machine (performance)
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Restored prefab copy in standalone client (breaks various stuff, should not make a huge difference anyhow with unloading? cc rohan)
Packet handling profiling
AI sense performance improvements at the cost of animals no longer sensing NPCs (but NPCs also no longer doing expensive visibility checks on other NPCs)
Switched back to multibox pruning broadphase for better physics performance, particularly on the server
Scene2Prefab saves prefabs individually again since nested prefabs had to be disabled
Added skin memory usage to print_loaded_skins
Enabled skin unloading by default for everyone
Scene2Prefab on more prefabs that have not been converted to ResourceRef for terrain maps yet
Scene2Prefab on some prefabs that have not been converted to ResourceRef for terrain maps yet
Merge from position_lerp_3
Added lerp.timeoffsetinterval
Nested prefabs in Scene2Prefab are optional and currently disabled (sometimes getting an infinite reimport loop when changing a child prefab... Unity bug or library issue?)
Scene2Prefab now maintains nested prefab links (faster prefab rebuild, much smaller prefab size, slightly faster loading times)
Fixed Scene2Prefab hierarchy flattening not doing anything
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