33,602 Commits over 4,140 Days - 0.34cph!
SoundFade NRE fix (I think.. I can't reproduce it)
Fix sounds sometimes stopping early with GameObject pooling enabled
Disabled some EAC stuff - causing IndexOutOfRangeException spam on the server
Performance stuff
Bug reporter - report correct memory amounts
k_EAuthSessionResponseVACCheckTimedOut fix (kinda)
Server browser perf
Clear server log files on startup
Added graphics.grassdisplace (to enable/disable grass displacement)
renamed to grass.displace
Re-enabled EAC logging, disable automatically on exception
Fixed pool sometimes not setting object to null on free
Fixed devbranch branding not showing
Decay is entity component (fixes decay reset)
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BuildInformation generator
Don't add road and river mesh filters and renderers on the server
Enitty save pooling tweaks
Fixed comfort/radiation/heat triggers not working
Fixed doors not shutting clientside, on the first USE
Server Corpse Profiling
Merged Diogo's awesome water in
Tool cupboard model, textures, lods and gibs
All projection distance on decals changed to .1
Added Metalore and stone decals.
Load ambient sounds in background (fixes 20ms+ spikes)
Throw error in CreateModulator if array out of bounds
OnHolster/OnDeploy should only be called for local players
All prefabs start disabled
AISenseRedirect is redudant (we use .ToBaseEntity) (server perf and gc)
Added MeshColliderBatch tag
Less GC + cpu by skipping GetComponent<MeshColliderBatch> if MeshColliderBatch tag isn't set on gameobject
Sentry detailed greybox models
Removed BaseEntity.Is<T> (server ai gc)
Removed EntityComponent.Awake since it's redundant
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water extinguishes fireballs
client compile fix (sorry!)
Fixed "Look rotation viewing vector is zero" logs
Added DDraw shader to "always include" list