branchrust_reboot/maincancel

32,093 Commits over 4,018 Days - 0.33cph!

6 Months Ago
merge from halloween24
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Merge from gesturepack
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Merge from scrollrect_disable
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Merge from gesturepack
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npc_spawn_on_cargo_ship_fix -> main
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npc_spawn_on_cargo_ship_fix -> main
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merge from halloween24
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Merge: from profiling_improvements Removes boxing allocations in Pool.Get and Pool.Free in Editor context. Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
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Merge from ai_wolf_iteration
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merge from AnimalRagdollUpdate
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Merge from mission_accept_nre
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Merge from binocular_uiscale_fix
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Merge from prefab_replacer_improvements
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Merge from gesturepack
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Merge from gesturepack
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Merge from vm_names_ugc
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merge from halloween24
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Merge from ai_wolf_iteration
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Merge from ai_wolf_iteration
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cape balance mummy + frankenstein mask loot tables
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occupancy stripping
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merge from Halloween24
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merge from main/Halloween24
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Merge: from profiling_improvements Just additional profiling annotations to fill in voids on FixedUpdate and UpdateLOD. Also editor microoptim in GamePhysics. Tests: Rode a horse on Craggy and checked profiler for changes
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Merge from ai_wolf_iteration
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merge from main/Halloween24
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merge from military_tunnels_nvg_outfits -> main
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merge from fix_quarry_animator_lod -> main
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Merge from fix_quarry_animator_lod -> main
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merge from halloween24 - some cloth fixes and dracula cape worldmodel collider fix
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Merge from teleportpos_improvements
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merge from fix_quarry_animator_lod -> main
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Merge: from remove_editor_update This shaves off another 5ms from editor update times on 6k world map Tests: built all modes in editor, tested debug rendering still works on craggy and loaded a 6k proc map and checked profiler
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fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
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Merge from ai_wolf_iteration
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Merge from ai_wolf_iteration
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Merge from cctv_shoot_disable -> main
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Merge: from remove_treeentity_update This eliminates the many calls of TreeEntity.Update in editor play mode, saves ~16ms on 6k procgen map Tests: booted editor with swamp_a scene and shut down, booted into craggy then switched to swamp_a, added and moved trees to swamp_a, changed tree prefabs - all cases could see expected visuals.
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Merge from gesturepack
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Merge from corrupt_prefab_handling
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Merge from brzone-blending -> main