199,051 Commits over 4,140 Days - 2.00cph!
Just use prefab name on the client in Entity.ToString() to avoid GC allocs
Eliminated GC allocs from MaterialReplacement
Eliminated GC allocs from ItemContainer.Load
Fixed metallic scale in metal_beam_b_refinery_lod (e.g. large furnace)
Adjusted some memory pool sizes
OnInventoryChanged profiling
squad editor help text change.
Map buttons now should correct game mode for that map
GameCam rotation input polling can now be locked/unlocked.
Locked camera rotating when mousewheeling the map list
Fixes to avoid Material.SetPassUncached + touched all rust/std shaders
renamed and moved a bunch of LoadoutXXXX scripts to SquadEditorXXX and folders
gas station damage pass end
Fixed Server.DestroyNetworkable not calling Networkable.Destroy when returning networkable to pool
use LayerMask.NameToLayer("OverUI") instead of 12
Finished UIUnitDragDrop refactor, renamed it to SquadEditorDragDrop
Slowed down NPC ladder climb speed
more squad editor UI refactoring
Disabled dynamic batching (experiement)
Merge from gc_optimizations_2
Prewarm memory pool of certain extremely common types
First pass of cleaning up UIUnitDragDrop
Merge ladder updates into Paul's branch
Composite ladder nav working. NPCs climb ladders on city maps!
Fixed some attachment points/animator params for goats and turtles
Reset scale of radial menu widgets so the last clicked button isn't scaled up when the radial menu opens
Working on ladder support NPC support for composite (multi-part) generated ladders
Fixed addons not registering to their parents Addon list when loading a game
Fixed UnitPortraitManager leaving other clones on when inspecting a unit
Item prefab update will now only add a box collider if there is no other colliders on the prefab, regardless of collider name
Cherry pick merge in some extra changes so the bootstrap scene gets made active reliably
Adjust ladder climb speed
Added an extra load process to group that ensures all group members are set to the correct controller (fixes issue when loading game and group is loaded after units, causing all units to be marked as not player controlled)
Fixed a key not found exception in ProgressionWindow, prints a warning for the UnlockDefinition that cannot be displayed (BasicBuildings in this case)
Less frequent character vis checks
Include far clip plane in inview check
Scientists no longer drop 1000 LR300 weapons (Temp loot table fix for Staging playability)
Optimized memory pool size for networkables and entity links
Rebuilt Facepunch.Network
FindInGroup editor safeguards
Fixed some memory pooling related issues
gas station damage pass wip
adding easing to unit move/rotation
renaming 'pitch' parameter to 'move' for clarity
If ai_dormant is on, only tick metabolism simulation on agents that are active.