194,448 Commits over 4,079 Days - 1.99cph!
Packed atlas_wood_stone_metal and stonewall_c to test osx bundles
Capture match action now works again, removed the old CmdSetTag stuff it used.
Fixed tag value change delta not getting set during a modification not a set.
Cleaned register related gc allocs in occlusion culling
Fixed tutorial widget having a bunch of bad raycast targets
Quick refactor of CmdEndGame
Host now has authority over round timer again
Fixed round timer game bugs
ActivityEnumGenerator fixes
DeferredExtension.OnGUI is ifdef UNITY_EDITOR
Deleting ProfileData (unused)
Eliminated SpecialPurposeCamera GC allocs
Eliminated GC allocs from FPSTimer
EffectRecycle / DecalRecycle cache their invoke actions (eliminates GC allocs once pooled)
Tutorials widget will show first incomplete task after displaying completion
Expoed ItemValue in ItemSettingsEditor
Tutorials manager/widget tinkering
Entity links are pooled (eliminates GC allocs)
Fixed missing assignment of background image field in ActivityNoficicationWidget
Removing tanget calculation is ok on building shader. (it was for world space normal maps)
Tutorial tasks can now reference a new type called TutorialScreenSettings, which are they displayed via the FullScreenTutorialWidget
Singleton UI widgets can use UIWidgetSingleton
Removed GC allocs from GetComponentInChildrenIncludeDisabled
Fixed scale issue with wall placement
Nicer separation of editor-only entity networking cost in the profiler
Rebuilt Facepunch.Network and Facepunch.Raknet plugins
Networkable + Subscriber are pooled (eliminates GC allocs)
Networkable fires events via NetworkHandler interface instead of actions (eliminates GC when subscribing / unsubscribing events)
Deleting Plugins/Facepunch (all part of Facepunch.Network)
BaseNetworkable SaveInfo / LoadInfo are structs (eliminates GC allocs)
Nav grid layer improvements.
Cherry picking improved CreateOrUpdateEntity profiling (22318)
Much more detailed profiling in CreateOrUpdateEntity (ClientSpawn, ClientInit, InitShared etc)
Spit cooking process will now detach the corpse once the cooking is done
Exposed a CanBurn flag to CookCookable
Fixed ProcessedBy not being set correctly on loaded corpses
Reduced pawn shop payout from 75% to 50% - Mainly because it generally means less inventory-filling cash values.
Merge Pawn Shop into Main!
Put LOD bias back up from 1 to 4. The whole game seems pretty geared towards to the LOD multiplier that was set
Fixed corpses not attaching to a spit on load if they were cooking when saved
Added estranged tribe members that will join the player tribe when you go near enough.
Added some more stuff to the Lost And Found tutorials.
Items attached to other items should now properly reattach on load
Had to add an IsAttachedToOtherItem condition to the FindItemToDrop target filter to prevent the unit immediately dropping the item on load
Added normal map support to the building shader for Paul
Chimney prefab supports LODs