32,161 Commits over 4,018 Days - 0.33cph!
merge from ballista_itemwield_fix
Merge: from item_allocs
- Simplifies stacking logic to be cheaper and get rid of potential allocation
Tests: various stacking scenarios from belt to inventory with wood stacks(incomplete stacks, full stack + incomplete, full stack only)
Fixed the average frame time on the performance UI
Merge from high_walls_skins
Fix typo in ISprayCallback
merge from fix_premium_modal_typo -> main
reverted, should be on a branch
merge from workshop_qol #
116942 compound bow fixes
merge from fix_item_ownership_halloween -> main
merge from fix_premium_lock_favorite -> main
merge from fix_show_premium_label -> main
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merge from fix_item_ownership_filtering -> main
merge from copy_paste_clientside_fixes -> main
merge from fix_typecache_generic_name -> main
Merge: from item_allocs
- Fixes BufferList not able to sort when it's not full
- removes some from Item.MoveToContainer
Tests: moved and stacked items in the inventory while checking profiler
Merge: from growablegenes_allocs
- Remove allocs from GrowableGenes
Tests: local in editor, spawned a planter box, filled it with seeds while monitoring Profiler stream
Reduced size of sunflower worldmodel, slightly reduced collider size.
Restore crossbow_arrow_fix
Merge from camphysical_taa_support
rug_deployment_fix -> main
Merge: from treemanager_oob_nre
- Fixes NRE caused by trees close to the edge of the world
Tests: throw away unit tests that sampled edges of the tree manager's grid
crossbow_arrow_fix -> main
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Merge from fast_debug_draw: More fixes
Merge: from active_tooltip_nre
Logs to help track down mystery NREs.
Tests: booted into bootstrap scene
seismic_sensor_radiusvolume -> main
shelter_icon_scale -> main
Merge: from baseplayer_dispose
- Fixes the error log spam on staging
Tests: local 2 player session, 2nd player disconnected, triggered GC - no errors
Merge from fast_debug_draw: Fix memory leak in DamageTracker
Merge from coop_improvements
merge from premium_startup_fix
rug_deployment_fix -> main
Merge: from parellel_validatemove
- Full conversion of player WaterInfo caching over to jobs
- TerrainMap now uses NativeArray instead of managed array
- expanded unit tests
- new ServerDemoProcessor that tracks water results checks (in/out of water counts)
Going to start testing on staging and monitoring the impact
Tests: ran all the new or updated unit tests, made sure builds passed locally, during dev used server demos to validate stats.
Merge from fast_debug_draw: Fix shaders on Mac/Metal
Merge from high_walls_skins
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Merge from high_walls_skins
spacedetected_log_fix -> main
Merge: from texttable_allocs
- Layout improvements and NRE fix for 0 rows
Tests: unit tests + running filtered status command to force 0 rows
Only use Update for environment volumes in the editor as they only need updated outside of playmode if their transform has changed