228 Commits over 945 Days - 0.01cph!
merge from fix_server_profiling_lag_spike -> main
merge from analytics_dump_hierachy_formatting -> main
merge from analytics_dump_hierarchy_formatting -> main
merge from analytics_asset_warmup -> main
Merge from fix_unity_hook -> main
Fix invoke NRE caused when trying to fix a different InvokeHandler NRE
Fix compile error from namespace
Fix NRE in Performance Logging
Try catch & log error rather than throwing exception
Prevent NRE in EventRecord.AddObject() incase null objects are ever passed in
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merge from analytics_pooling_refactor -> main
merge fix_demos_full_server_demos -> main
merge optimize_build_generate_manifest -> main
(test if it makes a difference)
Disable global networked bases until we get a fully custom rendering pipeline
Try catch all parts of demo thread (incase of error on startup)
Try to create demo directory in multiple places (incase it gets deleted or changed by users)
(this will also kick off a new build)
merge from test_gnb_memory_leak -> main
(fix GNB memory leak)
Merge from backpacks -> main
Fix protobuf generator not having updated generated code from `threadsafe_protobuf`
Merge from analytics_aug_23
Merge from global_networked_bases -> main
Merge from global_networked_bases -> main
Merge from global_networked_bases -> main
Merge from global_networked_bases -> main
Merge from global_networked_bases -> main
Merge from global_networked_bases -> main
Fix compile error by changing #IF UNITY_EDITOR to a convar `UploadAnalytics`
merge from skinradius_cmd_2 -> main
Fix compile error from GetInfoBool defined twice
Fixed compile error due to infinite ammo convar being defined inside #CLIENT accidently
Fix analytics serialization error when object is serialized as a field
merge from rust_metrics -> main
Merge from canvas_disabled_2 to main
Revert codelock menu option changes
Unlocked codelocks will show "Change Code" as default option
Disable networkCache for codeLocks to avoid "pooling errors"
Attempt to fix ModularCarGarage.FixedUpdate NRE
Attempt #3 to fix building plan lag by storing type in field rather than using GetType()
Attempt to fix building plan lag by keeping all equality checks in C# land
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Add "Server_Event_Tips" convar to disable clientside notifications when server events happen
Fix ability to split stacks / move items when a container is locked
Add "spawngrid <prefab> <width> <height> <spacing>" command
Increase netting trigger size so it works on stone wall frames as well
Fix sam sites acting like splitters rather than passing through all power to "passthrough slot"
Applied 5 new colors to hoses too (orange, pink, purple, aqua, white)
Switch F1 menu to pixel scaling when it goes below 1080p
Adjusted deployment & colliders of all IO entities to prevent clipping into floors
Scene2Prefab on quarry monuments
Quarry & pumpjack now 2 minute / diesel
Scene2Prefab
Hopefully fix harmony hotloading once and for all