33,167 Commits over 4,109 Days - 0.34cph!
Updated static industrial door collider dimensions
Scene2Prefab (static industrial door collider update)
updated rock entity & lods
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fix for particles enabling automatically when entering visible range
protocol++
Don't allow items to be stacked on items that have been marked as invalid
spawnpoints setup for barrels, crates yields balance - harbors
changing layer to World on harbor crane
truck and trailers placement polish
Fixed instancing in unity std override shaders
Adjusted a jumping puzzle barge to cooperate with water
Added new LOD for shipping containers
more lenient water exit jumping
Deferred mesh decal optimizations; down to nearly zero overhead
Changed how NaN damage is ignored (in case early returning leads to issues in Hurt() method overrides)
ParticleSystemCull / ParticleSystemLOD fixes
RendererLOD - complain if target renderers aren't part of the same prefab/heirachy - and try to fix
Scene2Prefab
Portacabin cull
Fixed NRE in DeferredMeshDecal, when selecting prefab in project
Don't create gibs over 500m away
Fixed ParticleSystemContainer leading to issues on inactive game objects (state uninitialized, trying to call invoke)
Fixed bad instance property indices causing rocks to change color (won't trigger recompile yet)
Couple of missing colliders fixes
Baked vertex stream data to asset files on Harbor_1,2,Powerplant
Splitting texture asset bundles (we might be hitting the 2gb bundle limit)
Wires have 50x less verts
Reduced shader variants across all heavier shaders
Disabled instancing on grass, cloth and skin until u5.5
Tweaked LOD distances
Enabled culling on objects that did not have it
Wrecked sedan_a vehicle model/LODs/COLs/Prefab