129,469 Commits over 4,232 Days - 1.27cph!
- Added RPC name under the info section of RPC packets
- Added global filters for server/client realms
- Added packet type breakdown of the top packets
- Clean restyle of the net graph
Added the old console to the new developer tool prefab for now
Added indirect instancing for the ballpit spheres
create GO for the client's physics scene to just hold a terrain collider (Terrain component not needed as it can reference the same TerrainData), should be able to share the static ignore grid still as well
Baseline, bootstrap spawns EngineUI2
Merging fpbuild related changes to main branch
Setting up EngineUI2_DeveloperTools prefab
Implemented a simplified version of the ball pit physics in a test scene
Auto auth player on placing steering wheel
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Fix for texture issue on 3p m15
Add Invoke<T>, Invoke<T1,T2>, InvokeRepeatingWithHandle to use InvokeHandler without allocating garbage
WIP code, parameters, setup
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
merge from automatedtesting
merge from SeparatePhysicsScenes
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merge from directional_foliage_displacement
merge from puzzle_reset_hotfix
merge from fix_terrain_nametags
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Fix displacement clamping
matrix optimized texture rez pass
Uploading in multiple parts because plastic can't handle... multiple files
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
Move non r/w meshes into the private content bundle for server builds, removing them from the build
Saves 360mb of memory on a freshly booted server