128,797 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                ▅▋▍▆▋▊█▉ `▍██▌█▄▊▌▇▅▋▅█▅▍▆▆▆▆`'▊ ▄▆▇▉▅▄▌▊▊▉▇▋▄ █▉▉▊▌ ▇▊ ▅█▄▉▆▅▇ `▄▌▊▍▉█▋█▊▄▍▋▇▆▄▆▋▋▄▄▍▉█▊` █▌▉█▊▆▌ ▇▄ ▊ `▌▌▍▊▋▇▆▍▍█▋.▄▄█▅▅▆▋▆▅▇█`
                
                
                
                
             
         
        
            
            
            
                
                Merge from steam_timeline
                
                
                
                
             
         
        
            
            
            
                
                merge from qol_dump_improvements -> main
                
                
                
                
             
         
        
            
            
            
                
                Potential fix for DontDestroyInScene having too many objects
                
                
                
                
             
         
        
            
            
            
                
                More improvements
- add profiler samples around each area so you can see why the whole dump takes 5+ seconds
- add Hierarchy.Total that shows total size of each part of hierarchy + all children (so you can see what hierarchy has 100k+ components)
                
                
                
                
             
         
        
            
            
            
                
                adding small engine gibs / updating prefab
                
                
                
                
             
         
        
            
            
            
                
                Bump up max ray hits on query vis, burst compile invalidating ray hits (this probably won't make much of a difference, more of a setup for future unmanaged validation)
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: fix invis players not replicating positions & rotations
Tests: spectated invis player, didn't observe and animation glitches as the comment warned (tried rock, torch, ak)
                
                
                
                
             
         
        
        
            
            
            
                
                Bugfix: don't destroy local player when spectating player going invisible
Fallout from the recent rewrite.
Tests: while being spectated, toggled invis a bunch of times - no NREs on the client. invis player doesn't replicate, though, will fix next.
                
                
                
                
             
         
        
        
            
            
            
                
                merge from fishing_village_collider_fix_fix
                
                
                
                
             
         
        
        
            
            
            
                
                merge from workshop_filedialog_title -> main
                
                
                
                
             
         
        
            
            
            
                
                Add title text to workshop file dialog, customize for bulk import
                
                
                
                
             
         
        
            
            
            
                
                - Rewrite the buffer update logic to ensure a direct update only happens once per frame to make DX11 happy.
- Always update the entire buffer to make greedy GPU drivers happy.
- Add IGraphicsBuffer wrapper because Unity didn't do it so I can finally stop copy/pasting everything.
- Use a function pointer (👻) in damage region processing for similar reasions.
- Unlock the arrays in Update in case OnPreCull wasn't called.
- New debugging ConVars: `reorder_instances_job`, `damage_bitscan_job` and `buffer_upload_mode`
                
                
                
                
             
         
        
            
            
            
                
                oil rig platform lods and collision
oil rig foot flat lods and collision
                
                
                
                
             
         
        
            
            
            
                
                ▉█▊▋▊▋: █▍▌▇▇▊▋▉▇▆▋ ▋█▅▍▅.▋▅█▊▄ ▆▉▋▆▊█▌
- ▊▉▄▅▍▍█ ▌▉▍▌▊▊▍▇▍▇.█▊▅▉█▋▉▆▍▋▅█▄▄▋ ▅▌▌▌▆ ▉▋ ▉▊▅▊▋▇▌▄▅ - ▌▊█▌ ▄▇▆▆▌▉▌▄ ▆ ▆██▌ ▅█▌▄▉ ▋▋▋▅██▌▍▅█ ▍▉▆▌▉▆▋▌▉ ▊▄ ▊▊▋▆█ ▊▅▌▅▇▅▅▇▍▋
▅▍ ▌▋█▌▇█ ▄▊▍▊▌▊█ ▊▆ █▉▄▄▍▌▄▌▊▅▍▅▋█▍, ▍▌ ▅▌ ▄▋▅ ▅▇▆▊▊█▄ ▆▆ ▋▊▍▊▋▌▊▅▄▋ ▍▋▋▇▆▆▆▍ ▊▄█▊▊ █▆▇▊▋ <-> ▆▆▉▋█▌▆ ▉▌▋▆ ▄▅▍▋ ▆▋██▍. ▄███▇▆▋, ▅▄█ ██▅▍▌▌ ▆▆ ▇▌▅▋██▋▊▌█▌
█▊▌▌▋: ▊▌▋▄▇ ▅▄ ▄█▇▇▌▌▆ ▅▌ ▄▉▄▊▌▇▄▍▋▋, ▇▆▆▊▌▊▉█▆ ▄▄▅▌▅, ▋▅▆▄▄ ▍▋▉▇▄▇, ▅▋▆▌▇▌▌▇ ▊▋▋▋▌, ▉▋▆▇▄▅▋▍ ▊▍▌▋▅ - ▍▌▋▍▌▍▆▆▋▌ ▆▊▌▅ ▆▋▆ ▇▍█▇▉ ▇▊ █▉▆ ▇██▌█ ▅▅▌▍. ▉▋▍▌█▊▋▌▄▋ ▅▍ █▅█▉▌▇, ▌█▉ ▅▉ ▆ ▊▍▋▇ ▍▌█ - ▋▆▇▅█▇▅▍ ▊▋█▊▊█▇ ▌▇▍▆ ▉▌ ▇█ ██▆▋/▅▉▌█▌▅▆, █▊ ▅▍▍ ▆ ▋█▅ ▊▄▉▌▌▇▄█▇▋▇.
                
                
                
                
             
         
        
            
            
            
                
                ▄▅▍▉▆ ▍▍█▋ ▍▊▌_▄▄▊▊▇▅█▋_▌▌▉▌▇▄▆
                
                
                
                
             
         
        
            
            
            
                
                ▉▌▆▇▋▄ ▉▍▉▊▌▄ ▇▉▍ ▄▍██▇▊▊▇█ ▆█▇▄ ▍▅ ▉▅▊▌▍█▇▌ ▊▌▌▆▇▋ ▋▌▄▌▆▊▄▉ ▅▋▅▌█ ▌▄▇▊▉'▍ █▄ ▋█▉▉▉▊▅▌ ▊█ ▇▆▊ ▊▇██▌▇ ▄▍▍ ▍▊▅▍▉▋▆.
▅▇▇ ▍▊▄██▇▊ ▄▍▊▉▇ ▋▊▌▅▊ ▍▆▊ ▊▇ ▅▌█▍█ ▉▄ ▇▉█▄▄▇▍ ▊▌▍▅▅▆▅▆▇
                
                
                
                
             
         
        
        
        
            
            
            
                
                walkway roof tarp collider fixes
                
                
                
                
             
         
        
            
            
            
                
                Casino converted paddling pool into a non-entity static object 
Static variants of broken down chippy arcade to reduce the number of entities in the scene
Fixed bar merchant
                
                
                
                
             
         
        
            
            
            
                
                edited naval large sails anims
                
                
                
                
             
         
        
            
            
            
                
                undid change in file I don't remember touching (harmless)
                
                
                
                
             
         
        
            
            
            
                
                updated naval anchor animations
                
                
                
                
             
         
        
            
            
            
                
                allocation_reductions -> main
                
                
                
                
             
         
        
        
            
            
            
                
                allocation_reductions -> main
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: remove false-positive log for deferred player destroy
- remove unnecessary override
Discovered when spactating a player that constantly toggles invis. Doesn't fix the NRE itself, but further reduces false-positives. Still looking for the root cause
Tests: spectated a player constantly toggling invis
                
                
                
                
             
         
        
            
            
            
                
                Preset list capacity on active renderer effects (stops list reallocations at runtime)
                
                
                
                
             
         
        
            
            
            
                
                Stop UI_Hero_Infobox keeping running its update method for no reason when the menu is hidden.
Restore the update loop when menu is open again.
Saves 40 bytes a frame
                
                
                
                
             
         
        
        
            
            
            
                
                Changed the order of steering wheel dismount positions so the nearest one is attempted first
                
                
                
                
             
         
        
            
            
            
                
                merge from small_engine_reverse
                
                
                
                
             
         
        
            
            
            
                
                menu options split between foward/reverse gear toggle
- also fixed on/off options using the same string token by mistake
                
                
                
                
             
         
        
            
            
            
                
                Stop PostProcessingLayer stealing a whole 1 KB/s
This was due to profiling using a formatted string, a very minor mistake that we paid in allocations on every client.
- Profiling was using a formatted string in a hot loop
- Hide this behind convar: graphics.detailed_postprocessing_profiling
                
                
                
                
             
         
        
            
            
            
                
                switched stair zipline platforms for flat platform ones
                
                
                
                
             
         
        
            
            
            
                
                exported updated 3p rpg skin anims
                
                
                
                
             
         
        
        
            
            
            
                
                Fix DLSS breaking with GetTemporary. 
Pass a texture descriptor struct to ask for a random write texture.
                
                
                
                
             
         
        
            
            
            
                
                Quick cleanup after merge issue
                
                
                
                
             
         
        
            
            
            
                
                Small engine anim code/setup
                
                
                
                
             
         
        
            
            
            
                
                merge from small_engine_reverse
                
                
                
                
             
         
        
            
            
            
                
                Added a TimeWarning for the recalculation of UV distribution metrics when batching
                
                
                
                
             
         
        
            
            
            
                
                invert rudder control when reversing so it doesn't cancel out
                
                
                
                
             
         
        
            
            
            
                
                Dont allocate new RenderTextures every frame in PsotProcessLayer.RenderScale()
Lets use RenderTexture.GetTemporary instead
Savings in render loop (roughly):
- AsyncTextureLoad.Texture (.4 ms)
- Texture2D.LoadRawTextureData (.1 ms)
                
                
                
                
             
         
        
            
            
            
                
                Gave SmallEngine a reverse option, provides half the force backwards
- TurnOn/TurnOff interactions are instant now and on the radial menu rather than holding
                
                
                
                
             
         
        
            
            
            
                
                Only requesting mipmap level change to items added to hotbar and clearing it for items removed from hotbar after 1 second