34,572 Commits over 4,444 Days - 0.32cph!
Merged DLSS/DLAA AMD crash fix into main
Merge from fast_debug_draw (expand character set)
merge from flamejet_optimisation
revert_sprinkler_amount -> main
ghost_sprinklers_fix -> main
Merge from fast_debug_draw
merge from flameturret_optimisation
siegeweapons_terrain_proxy_fix -> main
Merge from cinematic_lod_convars
Merge: from profiling_improvements
Further reducing overhead by recording 25% less data overall (based on 350p release server snapshot)
Tests: Took a snapshot on Craggy in Editor
merge from train_prevent_building
Fix ViewmodelLower NRE in workshop submit scene
merge from fonts_fallback
merge from fonts_fallback
merge from fix_junkpile_despawn_delay -> main
merge from fix_optional_protobuf_effect -> main
Merge from presets_editor/quality
merge from iocounter_settarget_fix
merge from ballista_mountchaining_fix
merge from playerlights_culling_fix
merge from train_prevent_building
Tweaked motorbike LOD distances so it doesn't look bad half of the time in first person
Also increased the culling distance
Fixed clearinventory and refillvitals commands not working when ran from a bind
Mark the UI scale option as applyOnMouseUp, fixes UI scale changing as you move the slider
merge from horse2_fixes/handling
merge from horse2_fixes/handling
editor_losdraw_convars -> main
fixed wrong check stopping consoletoggle params from working
merge from console_history_playerprefs
merge from replicated_convar_warning -> main
merge from fix_write_varuint32 -> main
merge from bike_ragdoll_fixes
Merge from presets_editor/quality
Merge: from hackweek_serverprofiler_memory
- Records allocations from all threads
- Displays allocations on separate thread tracks + a graph of total allocations per thread
- Allocations now have last/current method, allocated type and size in the mark's "arguments" - see "current selection" in perfetto
- Allocations now also duplicate in the executing thread to make it easier to spot where exactly in the method it was allocated.
- Graphs of working set and virtual set memory for the entire process
Tests: multiple snapshots in editor on Craggy, single in standalone debug linux server via WSL on 3k procgen map, single in standalone release windows server on 3k procgen map with a harmony mod
merge from consoletoggle_param_qol
merge from clear_bushes_radius
merge from missing_demo_folder
merge from admin_hidden_items
merge from dofExposerForceDisable
merge from doorcontroller_drain_fix
Merge from modding_prefabs
merge from protobuf_skip_default_fields_2 -> main
merge from protobuf_skip_default_fields_2 -> main
Skin bundle update (part 2)
Skin bundle update (part 1)