123,372 Commits over 4,171 Days - 1.23cph!
Subtracted redundant changeset
11095
Warn if skipping saving an entity because of some bullshit
UnityEngine.Entity.SV.Savelist.Counts.txt
Don't bitch about objects leaving their LOD cell, instead try to deal with it as good as possible
Don't update console text if it's invisible (avoids performance bottlenecks when spamming errors)
Fixed console not receiving messages that have been logged before it has been opened for the first time
Fixed sounds not destroying
Fixed IndexOutOfBounds exception in SoundModulation
Fixed sleeping bag placement on foundations
Fixed bed placement on foundations
Fixed NRE in CreateByPartialName
NRE fix
Re-exporting tweaks prefab
Added prefab warmup (off by default)
In the editor, compare entity networking IDs instead of references in BaseEntity.IsVisible
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)