36,051 Commits over 4,352 Days - 0.35cph!
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Merge: from vehicle_optims
Saves 0.5ms on a 6k world by avoiding iterating over unmounted mountables
Tests: On craggy drove a kayak. On 6k world confirmed that the profiling scope shrunk to 0
merge from entity_bounds_pass_projectile
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Merge from scrollrect_disable
npc_spawn_on_cargo_ship_fix -> main
npc_spawn_on_cargo_ship_fix -> main
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Merge: from profiling_improvements
Removes boxing allocations in Pool.Get and Pool.Free in Editor context.
Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
Merge from ai_wolf_iteration
merge from AnimalRagdollUpdate
Merge from mission_accept_nre
Merge from binocular_uiscale_fix
Merge from prefab_replacer_improvements
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Merge from ai_wolf_iteration
Merge from ai_wolf_iteration
cape balance
mummy + frankenstein mask loot tables
merge from main/Halloween24
Merge: from profiling_improvements
Just additional profiling annotations to fill in voids on FixedUpdate and UpdateLOD. Also editor microoptim in GamePhysics.
Tests: Rode a horse on Craggy and checked profiler for changes
Merge from ai_wolf_iteration
merge from main/Halloween24
merge from military_tunnels_nvg_outfits -> main
merge from fix_quarry_animator_lod -> main
Merge from fix_quarry_animator_lod -> main
merge from halloween24
- some cloth fixes and dracula cape worldmodel collider fix
Merge from teleportpos_improvements
merge from fix_quarry_animator_lod -> main
Merge: from remove_editor_update
This shaves off another 5ms from editor update times on 6k world map
Tests: built all modes in editor, tested debug rendering still works on craggy and loaded a 6k proc map and checked profiler