126,618 Commits over 4,109 Days - 1.28cph!
[D11] we should be using CoroutineEx.waitForEndOfFrame where possible to avoid garbage generation. Even if it's only on UI menus, it will bring about the need for garbage collection sooner which might happen during gameplay.
[D11][UI] Created static method to convert distance and temperature to imperial values
[D11] reduce the EntityLink pool size - we had cut it in half already but it had been reduced even further on the main branch, so no need for a D11_CONSOLE_PORT exception here. Bit of a memory saving and fractional bootup speed increase with a smaller pool to fill.
Removed build debugging again
[D11] speculative fix for server startup crash since merge with streaming branch (part 2)
Updated palm clutter prefabs
Correctly handle nested prefabs in prefab preprocessing (test cases: palm_tree_short_d_clutter and palm_tree_short_e_clutter)
tweaks to collectable and material
[D11] speculative fix for server startup crash since merge with streaming branch
Refreshed all hemp impostor assets
[D11][UI] Weapon modification panel Updated to new controls
Fixed PrefabPreProcess.NeedsProcessing being called twice
merge from 28558@new_plants
Strip VolumetricDustParticles before VolumetricLightBeam (RequireComponent)
Fixed a couple of potential NREs handling interactions
Fixed issue with instance buffer resizing + shader instance ID
Added border fadeout to client-only interaction texture
Changed motor rowboat rear submerge detection to use water system
Updated waves to use less variations
Backup.
Light spinner controller LOD fix.
complete rewrite of detonator/pager entities
Make sure D11WorldSpawn.RefreshAll runs before LODGrid.RefreshAll so that objects spawn in correctly
Fix for SceneToPrefab incorrectly converting disconnected prefab instances
Rolling back eac_hashtool to
30746
Rolling back eac_hashtool
30746
Fixed displacement sampling
Fixed water body error on server
Fixed instance buffer resize
Tiny disturbance effect tweak
Fix for quality/player settings
More client/render guards
Added server.globaltrees convar to disable global broadcast of trees (saves 500MB on PS4)
Awful workaround for flyhack false positive from certain palms
Subtracting
31686 to prevent insanity
Create directories if they're missing during prefab build
pal_med, palm_small and palm_tall are using mesh colliders on the server (palm_short remain unchanged)
Merge from streaming branch