754 Commits over 457 Days - 0.07cph!
Rename geolocation status convar to geo_status to stop it from hiding global.status
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Disable only the nvidia reflex options if unsupported instead of the whole rendering settings container
Fix the "Destroying components immediately is not permitted during physics trigger/contact" server error when launching players with a catapult
Possibly fix the server error "Coroutine couldn't be started because the the game object 'assets/prefabs/npc/m2bradley/bradleyapc.prefab' is inactive!"
Fix "missing effectrecycle" warning when deploying large furnce
It was using an incorrect place effect (just pointing to the enabled effect prefab), made a new deploy effect prefab using the originally intended large furnace deploy sound
Fix spawngrid only accepting integer spacing
Apply PoolAnalyzerNonCaching attribute to a bunch more methods that are used with pooled arguments and are known to not cache them - Vis.Entities, GamePhysics.Trace / Overlap etc.
- Found and fixed two more (small) pool leaks
Also found an existing PoolAnalyzer issue, flagging a false positive MissingFree when there's an early return inside a try and the finally contains the free.
- Updated the analyzer to correctly catch this edge case, added some tests to confirm
Fix electric furnace reskin not preserving attached storage adaptors
Re-enable PreserveChildrenWhenReskinning but manually kill the child io entity so it gets recreated
Fix a IOEntity.Reskin_Restore NRE when reskinning to paintable window
merge from excavator_light_fix
Fix static SimpleLight broken material on LOD1, further fix plight.backup.off
S2P both oil rigs, sewer branch, harbor 1, excavator
merge from pool_analyzer_non_caching_methods
Update Rust.CodeAnalyzer again - switched the way methods are marked to an attribute [PoolAnalyzerNonCaching]
Mark all RPC method overloads with it
Update Rust.SourceGenerator.Rpc to add it to the autogenerated RPC methods too
Update Rust.CodeAnalyzer
Brings an upgrade to the pool static analyzer, letting us mark certain methods as "non-caching" via .editorconfig - for example ClientRPC / ServerRPC are guaranteed to not cache or free pooled arguments.
Doing so tells MissingFree to keep analyzing after calls to that method (instead of treating the pooled variable as escaped).
This found 6 pool leaks which are also fixed in this commit (inside BasePlayer-Spectating, BasePlayer-MapInfo, DisplayingBoxStorage, GrowableEntity-Server, WireTool, IndustrialConveyor).
merge from hackweek_map_incomplete_dl_fix
merge from nvidia_reflex_support_check_fix
merge from static_instruments_offset_fix
take source on floating city prefabs
Fix static xylophone and drumkit being offset in monuments after they were converted to prefab variants in
142496 and
142494
Manually restore their old positions in Music_Stage and Casino Barge prefabs
S2P Outpost + Floating Cities
merge from resourcedispenser_allocs
Delete a bunch of old useless assertions that allocate
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Some SprayCan null checks to fix client errors when multiple players are reskinning at once
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merge from spraycan_reskin_refactor
Minor cleanup
Move CanBuild check further down
Fix spray fail response logging to console of the whole net group
Remove rundant codelock parent field
Disallow reskinning turrets if not authed
Disallow reskinning Busy doors
Prevent potential error when reskinning io with mismatched slot counts
merge from resourcedispenser_allocs
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Subtract
152447 merge from unity_6.3.15/ddraw_text_spacing_fix
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Re-run disable Bake on Scene Load for the cave
merge from terrain_lowering_nms_large_cave
Stomp cave scene
merge from heli_crate_train_wagon_fix
merge from industrial_torch_weaponrack_setup
merge from bowless_crossbow
merge from excavator_light_fix
merge from industrial_dlc
Fixed a very rare bug - if patrol heli crashed on top of an unloadable train wagon, the heli crates would become locked and unlootable
Merge from PlayerRigUpdate2
Keep source on floating city scenes