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125,462 Commits over 4,079 Days - 1.28cph!

27 Days Ago
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Update: ContinuousProfiler now has TotalAlloc and AllocCount metrics for allocation snapshotting - Release binary build with 27d643a3 - exposed via NotifyOnTotalMemKB and NotifyOnAllocCount (set to 0 to disable) Tests: tested both on Craggy in editor. Helped spot a potential small leak in PerformanceLogging
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fix missing cloud layer, also respect weather overrides from editor when live editing
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Remove the ability to rotate local by Z
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Health forwarding
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Store item grid refactoring
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added camera animation sync component to attacks in mace animator
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Merge from dlss_texture_creation_crash
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Temporarily disabling threaded texture creation to see if this is the cause of the new DLSS crash
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Bugfix: snapshot json export no longer emits extra coma, making json invalid - also sneaking in AllocWithStack to be on execution thread only, not on alloc thread Super rare, but would be hard to find in the code when it would happen in the future Tests: persnapshot and watchallocs in editor
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Boat blocks forward damage to parent boat
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merge from main
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Initial boat max health calculation. New test save.
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Bugfix: Prevent data races leading to torn continuous profiler snapshots - Binary built using Release conf based on 237b5df3 commit - Both Resume and Stop happen on profiler frame end (previously Resume was instant) - Stop gets deferred to after snapshot is exported if requested during processing - Profiler, if in initialized, always gets called on new frame (since internal state machine demands more steps than the user code can know about) - Updated continuous profiling unit test to acoount for extra OnFrameEnd required It was possible that a stop is requested during export process, leading to use-after-free exceptions on a managed thread and torn snapshot. Tests: unit tests + 20 manual watchallocs->stopwatchingallocs calls
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Stop Shockbyte button trying to refresh server listings
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Reimplement Shockbyte promo. Polish the shockbyte popup
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updated stone and wood roofs to detach beam - lod group still needs setting up
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Refresh button micro interaction
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floating cities walkway and greybox progress
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Continuing on with floating walkways
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Don't add scientist brain twice
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Fix compile errors
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Changed how the EnvironmentVolumeLOD component gets added to EnvironmentVolume objects by using IPrefabPreProcess instead of Awake as this could have caused issues with object pooling
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merge from S2P_bugfixes_for_quickfire
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S2P all
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Wire back up the refresh button properly
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fixed a hole in stairwell_bottom_360 collider
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Prevent server listings from being added to the browser twice if they have a tag
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smoother transitions out of mine tunnels in military tunnels
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improved env volume accuracy in sewer tunnel prefabs
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Changed spoiled produce consume sound
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Merge from main
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Added a prevent movement volume near a fence in powerplant in attempt to fix a terrain glitch
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Re add open animations between the pages Added editor support for play on awake
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fixed the culling zone missing a cave segment in cave_large_sewers_hard