35,225 Commits over 4,324 Days - 0.34cph!
merge from building_privilege_cache
merge from autoturret_servertick_optim
Merge: from profiling_improvements
- Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation
- Fixes a bug that would prevent json from being generated on busy servers
- Fixes a bug with timelines being very-slightly out of sync
- Optim/Bugfix to filter out all constructors from being profiled
Tests: a lot of exports in the edittor and a bit of forced "bad" cases
Merge from app_skip_field
Updated Rust+ protos so they are compatible with other protobuf code generators
merge from windmill_height_fix
merge from windmill_height_fix
▅ ▋▍▇▊▉▊▆▄ ▉▊█▅ █▅▉█▊ █▅▌█▇▉
merge from client_copy_paste -> main
(update manifest)
merge from client_copy_paste -> main
Removed debug log when setting the duration of a Timer Switch
merge from terrain_ignore_grid
merge from garage_door_fixes_2
merge from qol_save_sign_color -> main
▆▄▋▆▄▅ █▄▋▌ ▇▇▇▋▋▅▍▌▌▄▇▄▄█▆▉▍▅▄▍▇▇▆▍▉▉▋▍▇
merge from fix_f1_convar_value_missing -> main
merge from fix_runtime_profiling_container_url -> main
tool for checking trigger exclude layers for TriggerBase across assets
█ ▅▅▉▌▄▉ ▌▄▄▍ █▋▅▅█▅ █▋▌ ▍▌▌▅▊▇ ▌▋▉▅ ▉▌▍ ▄▆▅▅▌ ▄▋▅▉▌▍ ▄▇▉▊▋▌▆ ▇▉▋▅▉▆▄▍█▅ ▋▇▍█ ▄▉▋▌▍▆▇ █▍▋█▄▍▄▆▌ ▅▄▊ ▌▆▆▅▌ ▊▍▅▍▉▊▇
▍ ▌█▇█▅▅ ▇▍▋▅ ▊▄▊█▌▋▌▊█▌▊▋▌▉▋▄▅▆▇▆▉▉▄▍▅▇▅▌▆▇▇▆▌▉ █▅▊ ▊▋▅▌▌▉ ▍▇▅▊▌▊ ▅▍▅▊█▉▅▄▋▇█▉▍█▅ ▉▇▌▆ ▄▉▇▉ ▉▅▇▋▍▄ ▊▍▊ ▇ ▅▄█▅▊▇ ▍▇▅ ▍▇▆▉ ▍▇█▇▍▆█ ▋▅▌▇▊█ ▅▌▅▄▄▇ ▌▆▌█ ▊▇ ▊▉▇▋█▇▅ ▆▊█ ▇▉▊▊▋▆▉
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