3,648 Commits over 2,557 Days - 0.06cph!
Fix issues when forceUnloadBundles is true
Remove skipAssetWarmup_crashes convar
Fix skin viewer not working (need to use GameManager to instantiate)
Skip MoveGameObjectToScene if the target scene is unloading (errors on disconnect)
Fix AnimationEvents.DoEffect trying to instantiate invalid prefabs
Don't bother instantiating engine/menu/game UI when loaded from an asset scene, there's no need for a copy
Reduce the number of log mesages kept in memory from 64K to 1K
Switch to using a queue instead of always removing the first element from a list
Delete BuildPrefabs (unused)
Merge from trimmed_asset_warmup/scene_warmup
Disable using cached prefab list to build asset bundles
Fix NREs on disconnect due to the main scene (camera) unloading before entities using the camera to update
Split world spawn prefabs (monuments etc) into smaller asset scenes
Lazy load world spawn asset scenes based on what's required on the map
Unload world spawn prefabs to save memory when unloading bundles
Get rid of async asset loading from FileSystem (unused now)
Mark divesite shipping container collision mesh as readable
Fix LastLODCollider label not working with skinned meshes
Don't mark overly detailed last LODs as readable
Merge from trimmed_asset_warmup/scene_warmup
Remove IServerComponent from ServerProjectile because the client uses its properties in a few places to predict trajectory etc
NRE fixes when camera or sky are destroyed on scene unload
ModelPostProcessor will now make the last LOD level readable if the model has the LastLODCollider label applied to it
Apply LastLODCollider to a few models
Fix some issues running the editor using bundles instead of repo assets
Merge from trimmed_asset_warmup/scene_warmup
Mark a bunch of collision meshes as R/W
Merge from trimmed_asset_warmup/scene_warmup
Fix Signage.PreProcess NRE on server when client components were stripped at build time
Merge from trimmed_asset_warmup/scene_warmup
Run part of prefab preprocess at build time on asset scene prefabs, run the rest in asset warmup
Merge from trimmed_asset_warmup/scene_warmup
Fix client+server compile
Merge from trimmed_asset_warmup/scene_warmup
Fix MLRS being dependent on the rocket prefab server components on the client
Fix possible AuroraEffect.UpdatePosition NRE
Merge from trimmed_asset_warmup/scene_warmup
Fix asset scenes never finishing loading when running as server
Merge from trimmed_asset_warmup/scene_warmup
Fix RestoreSceneManagerSetup being called with no scenes in batch builds
Merge from trimmed_asset_warmup/scene_warmup
Merge from trimmed_asset_warmup/scene_warmup
Change asset warmup to run directly on the assets loaded in asset scenes
Wait for asset scenes to finish loading before running warmup, showi progress
Remove all the code for optimized loading/async warmup (not compatible with asset scenes)
Move hardcoded assets to bootstrap asset scene because some are needed in the menu
Fix some scene switching issues after LevelManager changes
Follow ScriptableObject references when finding referenced prefabs (fixes bootstrap bundle missing some assets)
Make LevelManager safer to use with overlapping async operations by queuing them internally
Fix ordering issue with AsyncOperation by only starting to load non-bootstrap asset scenes once the menu has loaded
Fix scenes created at runtime (client entities, etc.) being accidentally unloaded by LevelManager because they are created when activating the new scene
Load asset scenes in parallel
Fix out of range exception in PlayerModelCinematicList.UpdateCinematicAnimations when running with bundles in editor
Fix some collision meshes not being R/W
Switch to loading/unloading scenes async so we can always do it additive
Fixes to get almost in game
WIP using scenes to speed up asset warmup