3,100 Commits over 2,345 Days - 0.06cph!
Get rid of the pooling for SteamFriend to fix game invites going to the wrong player
Fix menu prefabs not preprocessed in place after death_screen_optimize merge (broke Use Bundles too)
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
Merge from httpimage_cache
Fix HttpImage not working with extensionless image URLs
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Merge from replace_parallel
Merge from httpimage_cache
Defer deleting images from HttpImage cache so we don't unload and then immediately load when refreshing UI (friends list, etc)
Reference count textures loaded by HttpImage, unload them when no longer referenced
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Update HttpImage component to cache downloaded images by url in the temp folder
Add a hash of the map URL to the map download cache file name to prevent file name collisions
Delete cached map and redownload when the version or checksum doesn't match what was expecfed
Flag when textures are using an uncompressed format in the texture import analyzer tool
Set a purchase limit for general tab items so multiple cannot be purchased
Start and end game phase on the timeline based on when you're in a server or not
Maybe more reliable code to prevent items in the general tab from being purchased multiple times
Fix custom map markers not falling back to world prefab category after HierarchyUril removal
Run scene2prefab (skip hlod)
SceneToPrefab flattening bug fixes
* Don't flatten UI objects
* Don't flatten anything under AIInformationZone
Stop preprocessing wearables with rig stripping enabled because it breaks the workshop icon generation
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
Subtract
127690 - get rid of the custom Parallel class
Preserve scale from blackjack screen prefabs so they don't spawn in huge
Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
Run scene2prefab (skip HLOD)
Fix train tunnel entrances not linking up properly
Fix objects flagged as not allowing flattening being deleted when a parent is deleted
Run scene2prefab (skip HLOD)
Never skip checking objects for references or we'll delete things we need
Disable flattening on a few more components
Remove duplicated DungeonGridLink in entrance_ferry_terminal
Run scene2prefab (skip HLOD)
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
Handle references to any component instead of just transforms, just to be safe
Fix DungeonGridInfo NRE because DungeonVolume is no longer a child after flattening
Fix animators breaking after S2P flattening
Merge from remove_hierarchyutil
Allow nexus.redirect with port <= 0 to infer the port from an SRV record (or default port)
Fix layer of hexagon tile collider
Fix ChocolateEgg_COL and snow_pile_3x6_LOD2 not having read/write enabled
Fix hexagon tiles using LOD0 mesh as their collider
Mark LOD3 as read/write enabled
Add some more null checks to BikeVehicleAudio
Fix range_terrain_slope collider missing read/write