146,370 Commits over 4,444 Days - 1.37cph!
merge from terrain_lowering_nms_large_cave
deleted duplicated old reference prefabs
Slightly expand and shift the CaveNetworkGroupLayerOverride at silo to fix a remaining problematic sight line
S2P NMS
Deleted old hair assets
Deleted old hair sets
plugged the holes in apartment complex LOD2's windows inb4 rebaking LOD from multiple sources
Penthouse apartment edge decals and remaining wall textures
Subtract navmesh subtraction
Delete old player model fbx and prefab reference duplicates
Minor cleanups
Check for empty strings when getting sound duration
Fix kinematic bodies forcing the pool physics tick to keep simulating because their velocity wasn't being killed
delete debug player model prefabs, no longer needed
Delete old skinset assets
Can now walk around the pool table when mounted
apartment oven, texture tweaks, prefab setup, lods and collision
Added new code signing tool, and adjusted workflow files to have necessary environment variables during pipeline runtime for authorizing with the new system (#2)
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Sync pool mountable locations over the net
merge from mismatched_serialized_analyzer
analyzer optim, takes approx 40% the time it did before
Fixed texture artifacts on Male/N player seed
Updating skinning for Ballistic and BDU clothes
Fixed dumb 3am bug I couldn't see
Merge: from serverocclusion_unittests_fixes
- Bugfix: NetworkVisibilityGrid.IsVisibleFrom didn't return consistent to GetVisibleFrom results
- Bugfix(tests): fix invalid setup of server occlusion visibility in select tests
Tests: ran unit tests
Removed a flaky raiding test
Removed entity id from TestScenario_FireRocketAtBase_CheckDamage error message, not needed and break the slack alert caching
Test list
merge main -> rust_relay_server
Blocker evaluator micro optims
merge from rectmasks2d_optims
Commented UpdateClipSoftness, new feature we dont need. We have SoftMask
Clipping now takes 0.2ms a frame while sitting in the main menu, was ~9ms after the package update, 2ms on main (deep profiling editor)
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
Use GetInheritedAlpha on the canvas group chain to check if we should perform clipping
Most of our masks are invisible but not totally disabled because toggling gameobject is slow