142,945 Commits over 4,413 Days - 1.35cph!
Delete old player model fbx and prefab reference duplicates
Fix kinematic bodies forcing the pool physics tick to keep simulating because their velocity wasn't being killed
delete debug player model prefabs, no longer needed
Delete old skinset assets
Can now walk around the pool table when mounted
apartment oven, texture tweaks, prefab setup, lods and collision
▄█▉▍▆▋▆ ▌▆█▌ ▄▌▌▆▄▍▌▇▊▉▆▆▍▄▄▇▌█▄▅▌▌█▊▄▌▄▇▊▋ ▊▊▋▍▅▇▋ ▅▆▉▌ ▉▊▍▋▆▉▌▆ ▇█▇▅▇▍▅ ▇▅▆▅▌█▋▌▍▊ █▍▌▋▊▊▆ █▇▇ ▅▉▍ ▋▇▆ ▅▆▇▆▉█▄▄▍ ▉▍▄▋▇▌ ▌▄▄▌ ▊▍▉▋▋▄
█▆▌▊▌▌▌ ▇▅▅ ▅▆▅▇▉█▉▆▇▆▇▄▄▊ ▍█ █▆▆▆▋▊ ██▇▄▄▇▅▄▄▇▅ ▊█▇▍▊▄▄██ ▌█▋ █▅▆▋█▇▊▅▌ ▇▉▌▊▄▉▇ ▅▄▆▆▄▍█▅▊█ ▌▅▅▌▇▋▍▋▌▌▌ ▊▋▊█
█▊█▆▍▅▍▇ ▌▇▊ ▋▋▇▅▅▊▍▆█▅▉▋▍▋ ▅▋▍▊▊▄▅▊
Sync pool mountable locations over the net
merge from mismatched_serialized_analyzer
analyzer optim, takes approx 40% the time it did before
Fixed texture artifacts on Male/N player seed
Updating skinning for Ballistic and BDU clothes
Fixed dumb 3am bug I couldn't see
Merge: from serverocclusion_unittests_fixes
- Bugfix: NetworkVisibilityGrid.IsVisibleFrom didn't return consistent to GetVisibleFrom results
- Bugfix(tests): fix invalid setup of server occlusion visibility in select tests
Tests: ran unit tests
Removed a flaky raiding test
Removed entity id from TestScenario_FireRocketAtBase_CheckDamage error message, not needed and break the slack alert caching
Test list
merge main -> rust_relay_server
Blocker evaluator micro optims
merge from rectmasks2d_optims
Commented UpdateClipSoftness, new feature we dont need. We have SoftMask
Clipping now takes 0.2ms a frame while sitting in the main menu, was ~9ms after the package update, 2ms on main (deep profiling editor)
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
Use GetInheritedAlpha on the canvas group chain to check if we should perform clipping
Most of our masks are invisible but not totally disabled because toggling gameobject is slow
last serialized field fix
Merge: from pool_mt
- Optim: Pool is now cheaper to use in multithreaded context. Can revert to old pool with pool.usemutexpool 1 (default 0)
Tests: unit tests and played on Craggy in editor
Merge: from fuzzy_circularbuffer
Chosing this implementation
Fixed Female/A player seed head going invisible when lodding
Restored the hasMoved check in RectMask2D::PerformClipping, was removed by unity to fix pivot animation issue
We don't care about rect pivot animations, removing that check murdered UI clipping performance
Merge from preserve_player