branchrust_reboot/maincancel

32,823 Commits over 4,079 Days - 0.34cph!

4 Months Ago
Merge: from profiling_improvements - Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation - Fixes a bug that would prevent json from being generated on busy servers - Fixes a bug with timelines being very-slightly out of sync - Optim/Bugfix to filter out all constructors from being profiled Tests: a lot of exports in the edittor and a bit of forced "bad" cases
4 Months Ago
Merge from app_skip_field
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Updated Rust+ protos so they are compatible with other protobuf code generators
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merge from windmill_height_fix
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merge from windmill_height_fix
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merge from client_copy_paste -> main (update manifest)
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merge from client_copy_paste -> main
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Removed debug log when setting the duration of a Timer Switch
4 Months Ago
merge from terrain_ignore_grid
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merge from garage_door_fixes_2
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merge from qol_save_sign_color -> main
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merge from fix_f1_convar_value_missing -> main
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merge from fix_runtime_profiling_container_url -> main
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tool for checking trigger exclude layers for TriggerBase across assets
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merge from coarse_grid_bounds_fix
4 Months Ago
Merge: from parallel_validatemove * Modifies Full Server Demo recording to grab more data + timestamps per packet * Adds editor-only "DemoServer" server backend that we can use in editor to play back full server demos. Switch editor to ServerMode and put path in GameSetup object * New server-side batch-update of players routine - disabled by default as it's not validated yet. Controlled by `server.UsePlayerUpdateJobs` * Added GamePhysics batch versions of OverlapCapsule and OverlapSphere * Couple unit tests to check Water's batch queries against non-batched versions Tests: A lot of server demos recorded and played back in the editor doing core activities (looting, harvesting, interacting). Made sure standalone server and client builds locally.
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merge from ioentity_optims2
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subtracting 114053 - Editor and standalone crashes for certain users (Added correct data path and log path when checking for DLSS support)
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merge from fix_train_barricade_collision -> main
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Merge from tssaa_hires_screenshot_fix
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siegeweapons_terrain_proxy_fix -> main
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Added correct data path and log path when checking for DLSS support
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merge from fast_debug_draw (fix shader on metal)
4 Months Ago
Temporarily disabling DLSS/DLAA due to crashes
4 Months Ago
merge from terrain_ignore_grid
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Merge from fast_debug_draw
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Merge from fireflickerfix
4 Months Ago
Fix osx IL2CPP compile error - switch asset using statement from NUnit -> UnityEngine.Assertions
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merge from laserlight_green_fix
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siegeweapons_terrain_proxy_fix -> main
4 Months Ago
merge from sirenlight_culling_fix
4 Months Ago
Removed ItemInformationPanel.EligableForDisplay warning log
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flameexplosive_effect_alignment_fixes -> main
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merge from horse2_fixes/handling
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merge from horse2_fixes/handling
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Fixed DLSS server compile errors
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Merged DLSS/DLAA AMD crash fix into main
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Merge from fast_debug_draw (expand character set)