164 Commits over 62 Days - 0.11cph!
Don't load inventory inside container corpse, we already load it in base.
Fix instanceData on items getting disposed if an item gets loaded twice.
Move player visibility position back to the head bone
Fix being able to see nametags through water.
Add culling based on distance
Store start/end positions during jobs, add `laserbeam.useJobs` convar to allow for toggling the new jobified laser beams.
Optimise laser beams by moving them to jobs
cache transform, shader ids, reuse beamST. about 30% faster with 80 instances.
Fix update queue gc allocations
Cherry pick flashlight optimizations
Fix Invisible fire around Bradley APC debris, also fixes related entities.
Make mixing table overflow items drop from the player's eye level to improve visibility.
merge improve_mixingtable_drop_visibility to main
merge fix_torch_underwater to main
Fix being able to swing a torch underwater to keep it lit. Add a transition from attack_lit -> extinguish.
merge fix_worldsize_skipdomainreload to main
Fix skip domain reload breaking world size in procedural maps.
Fix tree marker color selector
Fix other people's night vision goggles glowing even if they're disabled.
merge glass_fix_resourcerefs to main
Update related monument prefabs
Fix overlapping metal/glass colliders in shop fronts and security doors.
Add small_glass to query vis job runner, only run terrain ignore checks if rays hit terrain, bump max hits to 4.
merge fix_invoke_handler_errors to main
Fix InvokeHandler being left in scenes, which caused error spam when entering play mode.
merge fix_hp_post_restart to main
Load modifiers before metabolism, otherwise metabolism will set always cap the player health to 100 after a server restart rather than the modified max health.
merge glass_fix_resourcerefs to main
Remove refs, compare physics materials by name instead. (physics materials don't have guid to paths baked.)
merge fix_static_respawn_areas to main
Fix static respawn areas no longer showing up after optimizing player bags.
merge compile error fixes to naval update
Disable more burst attributes for place entities offshore
Disable burst compilation on GenerateSpawnPoints for now, its not used anyway.
merge from fix_burst_compiler_errors to naval_update
Move GenerateSpawnPoints job to its own file.
merge /main/glass_fix_resourcerefs to main
Fix query vis glass being broken in builds, add [GuidRef] attribute to draw a property drawer for generic ResourceRef fields.
merge from buried_item_null_checks
Add null checks for buried item creation.
merge static field reset code gen improvements back to main.
Add support for constructors in ResetStaticFields, handle arrays initializers with Unity struct types.
merge query vis job runner NRE fix to main
Fix NRE in query vis job runner.
Remove placeholder ghostship_basic from ProceduralMapEmpty
merge from ghostship again