201,593 Commits over 4,171 Days - 2.01cph!
Added mesh cache (GC free access to vertices, triangles, ...)
Added mesh container (simplifies using pooled lists for mesh building)
Retired mesh combine extension methods (use mesh container instead)
Added threading to foliage, renderer and collider batching systems
Eliminated frame rate hiccups from all mesh batching
Reduced dynamic memory allocations from all mesh batching
Fixed some issues with popup editor asset creation and AssetMenu not being aware of the type it's dealing with
Added skull addon test
Buncha UI fuckeries
Ripped out most of the CharacterState ProtoBuf, making it only 4 bytes in size. Just for comparison testing.
Fixed a huge fuckup with NetworkWriter!
Fix for GetBytes. GetBuffer always returns the full 256 allocated bytes, even if they're not used. ToArray makes a copy, but only returns what's actually used. Big improvement for network traffic!
Added code to change mouse cursor based on state/action for everything but friendly unit supporting another... I think
Tried a "smallest three" on the eye rotation but improvement wasn't worth it. Committing updated NetworkUtils in case we want to use it in the future.
Merged in updated NetworkUtils just in case we need it.
Nav update with modifier volumes. NPCs now prefer to use pedestrian crossings.
Danger area rating change
Mesh batching threading / coroutine optimizations
Eliminated WaitForEndOfFrame allocation from Parallel.Coroutine
Component world model setup
Foliage system optimizations
Fridge deployable textures, model LODs, anims, Prefabs
Made Rust Editor less tabby
Can right click effect recycler to update life time, life time is shown on inspector
Added infinite ammo cheat to editor
Fridge icon, colliders. prefab update
ItemScreenshot scene update
Adjusted readback texture swizzling
Updated native renderer lib with adjusted readback swizzling
Cursor fix, enemy hp red, LOS improvement
Fixed a bug with the radial menu that would cause incorrect command names to be displayed
Fixed a phantom tracker lingering in the tribe tracker UI widget
Fixed a bug that caused corpses to disappear when placed on the fire
Fixed buildings appearing properly complete when placed by code or via debug panel
Cherry picked foliage shader and deferred transmission changes from prerelease/dungeon_art_4
Add UI/Default Font to included shaders
Removed SE screen space shadows
in triangle.Trace retain triangle normal if deferring to Line.Trace (fixes impact effects facing wrong direction)
Added editor.DrawCollision to draw SkinnedMeshCollider triangles
Ai.Think/Move works
fridge uses Box Storage rather than Door entity (until 2018 :o)
re-setup
Prefabs don't have to start disabled in the editor
Fixed shader error related to UNITY_HANDLE_CORRECTLY_NEGATIVE_NDOTV
Fixed sampler limit shader error in "Before/Standard Blend With Terrain"
Changed panel name
Manifest