199,310 Commits over 4,140 Days - 2.01cph!
Much more detailed profiling in CreateOrUpdateEntity (ClientSpawn, ClientInit, InitShared etc)
Cherry picking improved CreateOrUpdateEntity profiling (22318)
Nav grid layer improvements.
BaseNetworkable SaveInfo / LoadInfo are structs (eliminates GC allocs)
Deleting Plugins/Facepunch (all part of Facepunch.Network)
Networkable + Subscriber are pooled (eliminates GC allocs)
Networkable fires events via NetworkHandler interface instead of actions (eliminates GC when subscribing / unsubscribing events)
Rebuilt Facepunch.Network and Facepunch.Raknet plugins
Nicer separation of editor-only entity networking cost in the profiler
Fixed scale issue with wall placement
Removed GC allocs from GetComponentInChildrenIncludeDisabled
Tutorial tasks can now reference a new type called TutorialScreenSettings, which are they displayed via the FullScreenTutorialWidget
Singleton UI widgets can use UIWidgetSingleton
Removing tanget calculation is ok on building shader. (it was for world space normal maps)
Fixed missing assignment of background image field in ActivityNoficicationWidget
Entity links are pooled (eliminates GC allocs)
Expoed ItemValue in ItemSettingsEditor
Tutorials manager/widget tinkering
Tutorials widget will show first incomplete task after displaying completion
EffectRecycle / DecalRecycle cache their invoke actions (eliminates GC allocs once pooled)
Eliminated GC allocs from FPSTimer
Eliminated SpecialPurposeCamera GC allocs
Deleting ProfileData (unused)
DeferredExtension.OnGUI is ifdef UNITY_EDITOR
ActivityEnumGenerator fixes
Quick refactor of CmdEndGame
Host now has authority over round timer again
Fixed round timer game bugs
Fixed tutorial widget having a bunch of bad raycast targets
Cleaned register related gc allocs in occlusion culling
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.
Packed atlas_wood_stone_metal and stonewall_c to test osx bundles
Can populate walls and floors with a set prefab
Fixed culling debug randomly disappearing
Added pooling to ColliderGroup / RendererGroup / FoliageGroup (eiliminates GC allocs)
Eliminated a 20B GC alloc from RendererKey.GetHashCode (ShadowCastingMode boxing)
People will now drop or stow things that are preventing them from performing an interaction
Fixed occludees visible when registered to an invisible cell
Fixed culling errors when rejoining a server
First draft progression UI
Made UnitAttachment requirements for Interactions less awful.
Added more tutorial things.
Removed some unused activity types.
PlayerProgressionWidget tidy up
InteractionSettingsWrapper now overrides the required attachment points and not the other way round
Fixed occasional culling errors when flying around
Added culling show stats to profile collection occupancy
Adjusted culling collection preallocation for less waste
Removed time delay from first occludee visibility check
Added packed research table and bone armor to test osx bundles
Added the missing TYPE_PROJECTEDTEXTURE enum