3,234 Commits over 2,284 Days - 0.06cph!
Pack extra prefabs used in custom maps/modded servers into separate asset scenes
Fix spawning world not correctly waiting for additional asset scenes to finish loading
Merge from trimmed_asset_warmup/scene_warmup
Change log for prefabs not found in any asset scenes from error to info
Only log this in development builds - occurs in AnimationEvents for things like the wire tool
Remove redundant scene unload code in LevelManager
Remove LevelManager logs in non-development builds
Merge from trimmed_asset_warmup/scene_warmup
Run the asset warmup optimized for asset scenes on monument prefabs after loading them for procgen too
This avoids an extra copy of the prefab and doing extra work at runtime
Merge from trimmed_asset_warmup/scene_warmup
Load monument prefabs if procgen needs to run on the client or server
Mark Rowboat_LOD2 as read/write
Fix possible NRE in ExtractReferences when updating asset scenes
Mark a bunch more meshes as read/write
Merge from trimmed_asset_warmup/scene_warmup
Remove Skybox/Procedural instead, we don't use it
Remove it from the supported shaders for ReflectionProbeEx because no replacement exists for it
Remove the default Unity skybox material from asset scenes so we don't see Skybox/Procedural being used
Explicitly pull compute shaders into content.bundle
Merge from trimmed_asset_warmup/scene_warmup
Fix running in editor with use bundles off
Hopefully fix mac path issue
Move logging to editor/development builds only
Always include SKybox/Procedural shader for ReflectionProbeEx
Merge from trimmed_asset_warmup/scene_warmup
Fix TrainCollider and train_wagon_walls_COL not being readable
Missed a loading indicator
Allow setting labels to explicitly mark single meshes as read/write enabled
Clean up new loading status indicators
Fix NRE in LifeInfographicStat.GetText when it is enabled before UIDeathScreen is set up
Disable read/write on a bunch of larger models that shoudln't need it
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