121,372 Commits over 4,018 Days - 1.26cph!
Cover the descending case as well
Ensure vine viewmodel kills itself when dismounting in demos
main -> vine_viewmodel_demo_fix
Split the method up so if it still breaks we'll at least know where it's breaking
getheldentity_demo_nre -> main
Fix GetHeldEntity occasionally throwing an NRE in demos, most prevalent in demos when the player had no weapon out.
Errors came from: VitalInfo.Refresh, Crosshair.Update and HomingLauncherCamOverlay.TryGetValidLauncher, all erroring at the same place.
Fixed by checking container belt and inventory are valid in GetHeldEntity
Possible Menu_CanSwing_ShowIf NRE fixes
uicompass_demo_nre -> main
Fixed exception when opening emoji gallery in menu (note that unlock_all_skins will not work for unlocking emoji while not connected to a server)
Fix UI compass occasionally throwing an NRE in demos
Fix UI fog overlay ocassionally throwing an NRE in demo
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Tentative fix for "dict key already exist error" when tiger dragging stops in some cases
Merge: from profiling_improvements
- Buildfix for tests trying to use ServerProfiler in non-server env
Tests: scripts compile in editor CLIENT mode
Buildfix: exclude ServerProfiler tests from non-server builds
Tests: built CLIENT config in editor
Merge: from profiling_improvements
- Rewrote internal storage of profiling data to use 1 buffer per thread
- Bugfix for allocation graphs not properly resetting and having gaps at the start
- Bugfix for failing to generate export in rare cases where mono runtime allocates with no managed callstack
Tests: unit tests and generating snapshots in editor
boomerang_animation_fix -> main
Ensure there are no occasions where players with waiting to catch animations will keep them
Bugfix: ProfileExporter.JSON - don't spam allocs-0 counter for worker threads
Tests: snapshot in editor on craggy
Fix NRE when vddraw is enabled and an AI wants to forget a sighting (entity is unity null but we are still holding onto the reference)
finish position lerp on dismount before drawing updating the vine position
Update: ServerProfiler.Core binaries
- Relase bins built from 66537fcc
Didn't remember if I snuck in debug bins at one point, so updating them to be safe
Tests: unit tests
Bugfix: ProfileExporter.JSON - reset allocation graphs
- Reset when a new frame starts
- Reset on worker threads if it allocates
Tests: snapshot in editor on craggy
underwater colors river-ocean blend
Fix tiger looping between states over and over when the player builds some configurations of platforms
Clean: ProfileExporter.JSON - don't cache per-frame callstack depths
Was never used, so don't waste allocs.
Tests: none, trivial change
Clean: ProfileExporter.JSON - remove debug logs
Tests: none, trivial change
Bugfix: ProfileExporter.JSON - gracefully handle managed allocations coming from native runtime
- Emit "<mono-native-runtime>" if we don't have managed callstack
Finally caught it - this can happen when mono tries to invoke a managed callback which requires a managed allocation (the callback accepts string[], for example) as a first method in managed code. Was able to repro in editor due to it's script compilation callbacks.
Tests: triggered perfsnapshot 40 times without issues
merge from fix_outbreak_scientist_underground -> main
Use absolute height - should prevent vines from curling at lower points on the tree rather than the canopy.
Some adjustments to try and get mountable to continue to update the vine after dismount
Finished hura crepitans bark / added moss to blend it better with the rest of the jungle
Hura billboard tweaks and fixes
better_vine_visuals -> main
Better vine renderer and vine hang point placement
main -> better_vine_visuals
Outbreak Scientist death avatar