34,594 Commits over 4,444 Days - 0.32cph!
merge from coarse_grid_bounds_fix
Merge: from parallel_validatemove
* Modifies Full Server Demo recording to grab more data + timestamps per packet
* Adds editor-only "DemoServer" server backend that we can use in editor to play back full server demos. Switch editor to ServerMode and put path in GameSetup object
* New server-side batch-update of players routine - disabled by default as it's not validated yet. Controlled by `server.UsePlayerUpdateJobs`
* Added GamePhysics batch versions of OverlapCapsule and OverlapSphere
* Couple unit tests to check Water's batch queries against non-batched versions
Tests: A lot of server demos recorded and played back in the editor doing core activities (looting, harvesting, interacting). Made sure standalone server and client builds locally.
merge from ioentity_optims2
subtracting
114053 - Editor and standalone crashes for certain users (Added correct data path and log path when checking for DLSS support)
merge from fix_train_barricade_collision -> main
Merge from tssaa_hires_screenshot_fix
siegeweapons_terrain_proxy_fix -> main
Added correct data path and log path when checking for DLSS support
merge from fast_debug_draw (fix shader on metal)
Temporarily disabling DLSS/DLAA due to crashes
merge from terrain_ignore_grid
Merge from fast_debug_draw
Merge from fireflickerfix
Fix osx IL2CPP compile error
- switch asset using statement from NUnit -> UnityEngine.Assertions
merge from laserlight_green_fix
siegeweapons_terrain_proxy_fix -> main
merge from sirenlight_culling_fix
Removed ItemInformationPanel.EligableForDisplay warning log
flameexplosive_effect_alignment_fixes -> main
merge from horse2_fixes/handling
merge from horse2_fixes/handling
Fixed DLSS server compile errors
Merged DLSS/DLAA AMD crash fix into main
Merge from fast_debug_draw (expand character set)
merge from flamejet_optimisation
revert_sprinkler_amount -> main
ghost_sprinklers_fix -> main
Merge from fast_debug_draw
merge from flameturret_optimisation
siegeweapons_terrain_proxy_fix -> main
Merge from cinematic_lod_convars
Merge: from profiling_improvements
Further reducing overhead by recording 25% less data overall (based on 350p release server snapshot)
Tests: Took a snapshot on Craggy in Editor
merge from train_prevent_building
Fix ViewmodelLower NRE in workshop submit scene
merge from fonts_fallback
merge from fonts_fallback
merge from fix_junkpile_despawn_delay -> main
merge from fix_optional_protobuf_effect -> main
Merge from presets_editor/quality
merge from iocounter_settarget_fix
merge from ballista_mountchaining_fix
merge from playerlights_culling_fix
merge from train_prevent_building
Tweaked motorbike LOD distances so it doesn't look bad half of the time in first person
Also increased the culling distance
Fixed clearinventory and refillvitals commands not working when ran from a bind
Mark the UI scale option as applyOnMouseUp, fixes UI scale changing as you move the slider
merge from horse2_fixes/handling
merge from horse2_fixes/handling