110,901 Commits over 3,897 Days - 1.19cph!
Disabled detail layer in high external stone wall
Just use prefab name on the client in Entity.ToString() to avoid GC allocs
Eliminated GC allocs from MaterialReplacement
Eliminated GC allocs from ItemContainer.Load
Fixed metallic scale in metal_beam_b_refinery_lod (e.g. large furnace)
Adjusted some memory pool sizes
OnInventoryChanged profiling
Fixes to avoid Material.SetPassUncached + touched all rust/std shaders
gas station damage pass end
Fixed Server.DestroyNetworkable not calling Networkable.Destroy when returning networkable to pool
Disabled dynamic batching (experiement)
Merge from gc_optimizations_2
Prewarm memory pool of certain extremely common types
Scientists no longer drop 1000 LR300 weapons (Temp loot table fix for Staging playability)
Optimized memory pool size for networkables and entity links
Rebuilt Facepunch.Network
FindInGroup editor safeguards
Fixed some memory pooling related issues
gas station damage pass wip
If ai_dormant is on, only tick metabolism simulation on agents that are active.
Merged from ai branch to main
Yet another merge from main
Added terrain atlas generator ability to load non-read/write textures
Switched all terrain4 textures to non-read/write
Fixed a small if server check for client compile.
Packed all materials depending on terrain4 textures
Packed a few rock and prop materials + recycler
Fixed shader packed map labels
Added packed version of standard-specular shader
Fixed packing getting flat specular when scaled up
Keywords permutation parity between metallic and specular shaders
Immediately kill agents on spawn if they we can't produce a navmesh area that support them (DynamicNavmesh specific).
A bit of cleanup to make Dynamic Navmesh work properly again.
Packed some larger materials
Fixed specular not driving packed map size
Agent spawn related improvements.
Packed props/large_industrial_props and props/office_furniture materials
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Fixed stray "virtual" in EntityLink
Fixed duplicate editor entity BuildName from previous merge
Subtracting gc_optimizations
Added LOD mesh swapping support to StagedResourceEntity
Fixed ores using the wrong mesh in the distance when partially broken
Reduced texture footprint for water_bottle and de_cactus
Packed fuel_tank and forklift
Paper map now despawn in 5 minutes down from 20 minutes.
Updated / fixed multiple item descriptions
Building blocks no longer share descriptions
updated smallbackpack albedo texture