101 Commits over 549 Days - 0.01cph!
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merge from boat_wall_trigger_improvements
merge from ramp_plank_parenting_fix
merge from kinematic_shoredrift_fix
merge from trigger_parent_nre_fix
merge from triggerparent_pooling_leak
merge from sorted_protobuf_gen
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merge from burst_1_8_25/determinism
- brings erosion determinism and some jobified heightmap/topology sampling determinism
merge from drone_storage_slot
merge from drone_storage_slot
merge from drone_storage_slot
merge from drone_storage_slot
merge from drone_storage_slot
- should fix weird main branch commit issue from earlier merge
merge from drone_storage_slot
merge from drone_storage_slot
merge from drone_storage_slot
- first pass for early testing
merge from physics_bounds_commands_fix
merge from physics_bounds_commands
merge from mil_tunnel_terrain_ignore_fix3
merge from generate_shorevector_optim
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merge from missing_native_resetstaticfields_fix
server compile fix for mil_tunnel_terrain_ignore_fix2
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merge from basesculpture_rpccleanup
batched projectiles handle cameraclip avoiding code for thrown projectiles
BaseRaidBenchmark - only create extra Client if one doesn't already exist, it's double ticking projectile effect processing and making it look worse than it is
merge from projectile_jobs
merge from dpv_bone_error
merge from ambiencezone_nre_fix
don't serialize shoreVectorTexture
merge from projectile_jobs
merge from projectile_jobs
merge from projectile_jobs
merge from ambiencewavesoundzone_null_fix
merge from vehicle_trigger_damage_fixes
merge from vehicle_trigger_damage_fixes
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merge from broadphase_revert
merge from broadphase_abp
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cherrypicking
115931 from erosion
- topology sampling with radius moved to a burst job, brings GenerateShoreVector on craggy from ~73s to ~5s
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
merge from wheel_collider_optim