199,294 Commits over 4,140 Days - 2.01cph!
Slowed down NPC ladder climb speed
Finished UIUnitDragDrop refactor, renamed it to SquadEditorDragDrop
use LayerMask.NameToLayer("OverUI") instead of 12
Fixed Server.DestroyNetworkable not calling Networkable.Destroy when returning networkable to pool
gas station damage pass end
renamed and moved a bunch of LoadoutXXXX scripts to SquadEditorXXX and folders
Fixes to avoid Material.SetPassUncached + touched all rust/std shaders
GameCam rotation input polling can now be locked/unlocked.
Locked camera rotating when mousewheeling the map list
squad editor help text change.
Map buttons now should correct game mode for that map
OnInventoryChanged profiling
Adjusted some memory pool sizes
Fixed metallic scale in metal_beam_b_refinery_lod (e.g. large furnace)
Eliminated GC allocs from ItemContainer.Load
Eliminated GC allocs from MaterialReplacement
Just use prefab name on the client in Entity.ToString() to avoid GC allocs
Disabled detail layer in high external stone wall
Packed high external wall LOD material
Removed DX9
Switched roof tops to use own layer
Building collision now generates from lowest point
Fixed roof height
Fixed NRE in edit mode
Eliminated GC allocs from BaseNetworkable.NetworkDestroy
Eliminated needless group creation when trying to destroy an empty network group on the client
Re-enabled dynamic batching (too many changes on staging this week, let's compare again next week)
Fixed case where material packer ignores maps that match perfectly
Fixed ignoring non-opaque materials for texture usage report
Packed train track and wagon material set (8 materials)
Navmesh Link improvements
Eliminated GC allocs from MaterialColorLerp.RefreshRenderers
Eliminated GC allocs from PlantEntity.UpdateSkinParameters (called from PostNetworkUpdate)
Fixed material / memory leak from mining quarries
Removed TransformEx.FindChildren since it's super inefficient and now unused
Disabled PlanterBox, EmissionToggle, LaserBea, FlashlightBeam and VendingMachineScreen material adjustments since they were all leaking materials / memory
RenderInfo debug tool no longer duplicates materials when called
new layer for vehicle movement
vehicle speed zones
Supermarket shelves prefab / supermarket dressing and scene setup
Setting up doors to work with new system.
Fixed wall rotation issue
More work on improving navmesh links.
Supermarket floor and wall damage
Revert to 2017.1.0f3 to fix issues with particle systems and UI.