31,134 Commits over 3,897 Days - 0.33cph!
merge from xmas2024_disable
merge from xmas2024_disable
merge from xmas2024_disable
Subtracting
109845 (workshop normal fix)
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Buildfix: define symbol on Mac Server
Tests: compiled editor, then compiled linux DGS
Merge: from profiler_improvements
- Adds linux support (tested on Ubuntu
22404 via WSL)
- Optimizations for JSON export
- Added debug utility to export binary snapshot - run `perfsnapshot <delay> <name> <frames> <shouldBinExport>`
- Added Tools/Profiler Bin Viewer, an editor only tool to inspect binary snapshots
- Reduced default frames captured to 4 from 10
- Profiler now skips annotating UnityEngine.CoreModule methods (reduces capture overhead)
- Works around Perfetto visualization issue with Complete events (https://github.com/google/perfetto/issues/970)
Tests:
- Exported a number of editor snapshots with binary snapshots to test bin viewer
- Using WSL, tested exporting a snapshot on Ubuntu - 3k procgen world
Fix default menutip icon to the correct info icon.
updated xmas advanced lights bulbPrefab to point to renamed testbulb prefab (wasn't updated with a guid change from renaming)
Merge from ai_wolf_iteration (significant optimization)
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Correctly resetting mip biases for textures when leaving play mode to avoid texture changes appearing when using DLSS
merge from ai_patrol_heli_opti
merge from baseball_bat_description
merge from accessibility_block_movementy_inventory
merge from t1_smg_clipping_issues
removed the now deleted rock assets from CraggyIsland to stop the error spam
Merge from cmBrainEnabled
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merge from fix_barricade_placement_excavator -> main
merge from fix_antihack_kick_reserveslot -> main
merge from fix_exavator_bucket_lod -> main
merge from fix_exacator_bucket_lod -> main
Removed duplicate normal map compression on workshop items
Upgraded and recompiled the GfxPluginDLSSNative dll and fixed the DLSS artifacting when using Ultra Performance mode or small resolutions
hash_conflict_planter -> main
Merge: from amvienceemitter_recycle
Fixes an inconsistent bug on client disconnect from a server trying to reactivate a gameobject.
Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times:
- without the fix, it was 100% generating an error on disconnect
- with the fix, had 0 error reports
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merge from fix_copy_paste_wires -> main
merge from fix_quick_craft_multiple -> main
mutelist_expose_steamid -> main
ignoring null GameObjectRef fields for prefab validation, as they can only be runtime use
- null fields weren't being handled, but a non-serialized GameObjectRef was added in
106912 and tripping up manifest generation
compile fix for leftover editor only HotReload util in LookAtIOEnt
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Merge from clean_and_generate_codegen
merge from fix_copy_paste_admin_ddraw -> main
merge from fix_io_handle_flickering -> main
merge from fix_copy_paste_conditions -> main
merge from garage_door_collider_optim
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Fixed network updates, for example from parenting changes, interfering with smooth movement for entities that are currently lerping
Removed Jarryd's interpolator SnapToEnd demo workaround
merge from f1grenadeskinfix
terrain4_albedo_array and terrain4_normal_array mip-bias changes
merge from fix-filterrichtext
merge from hot_air_balloon_unparent_noclip