12,526 Commits over 4,018 Days - 0.13cph!
Removed some build menu items from Facepunch.Unity
Subtracting
32036 (no improvement)
Retired PrefabPrepare / DoPrepare
Removed TestLevel from build settings in attempt to remove shader dependencies from executable build
Don't refresh SDK prefab list on every build
Disabled collider batching by default
Network++
Merge from asset_bundles_4
Don't throw error when asset bundle that is part of asset bundle manifest does not exist
BuildPrefabs / BuildModding ifdefs
Server bundles assets it does not need into content.private.bundle (ignored by upload)
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Don't spam exception tracker with "[Physics.PhysX] RigidBody::setRigidBodyFlag"
Removed corpse entity collider on the client to prevent it from pushing the ragdoll around
Minicopter kills its passengers when destroyed
Spawn corpses at entity center point instead of their pivot point
Some vehicles can parent to cargo ship
Minicopter uses continuous collision detection, similar to CH47
Workaround for cargo ship parenting when dismounting from minicopter
Disabled BaseHelicopterVehicle.cs debug spam
Fixed multiple potential profiler mismatches in Buoyancy.cs and removed a spammy warning
MiniCopterSounds compile fix
ignore.conf (faster "finding changes" operation)
Cargo ship destroys building blocks it encounters
Removed player check from cargo ship that no longer did anything
Removed IClientComponent from VolumetricLightBeam (listed separately in PrefabPreProcess to ensure VolumetricDustParticles is removed first)
VolumetricLightBeam.trackChangesDuringPlaytime is editor only
Shot in the dark to fix window and sleeping bag pickup
Schedule immediate garbage collection if buffer is at 50% and GC is enabled
Schedule immediate garbage collection if buffer is at 100%, even if GC is disabled
Moved Validate_Pickup from OnValidate to OnPrepare as it appears to fuck things up at build time since 2018.3.3
Removed build debugging again
Updated palm clutter prefabs
Correctly handle nested prefabs in prefab preprocessing (test cases: palm_tree_short_d_clutter and palm_tree_short_e_clutter)
Fixed PrefabPreProcess.NeedsProcessing being called twice
Strip VolumetricDustParticles before VolumetricLightBeam (RequireComponent)