branchrust_reboot/maincancel

31,957 Commits over 4,018 Days - 0.33cph!

43 Days Ago
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merge from fix_runtime_profiling_container_url -> main
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tool for checking trigger exclude layers for TriggerBase across assets
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merge from coarse_grid_bounds_fix
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Merge: from parallel_validatemove * Modifies Full Server Demo recording to grab more data + timestamps per packet * Adds editor-only "DemoServer" server backend that we can use in editor to play back full server demos. Switch editor to ServerMode and put path in GameSetup object * New server-side batch-update of players routine - disabled by default as it's not validated yet. Controlled by `server.UsePlayerUpdateJobs` * Added GamePhysics batch versions of OverlapCapsule and OverlapSphere * Couple unit tests to check Water's batch queries against non-batched versions Tests: A lot of server demos recorded and played back in the editor doing core activities (looting, harvesting, interacting). Made sure standalone server and client builds locally.
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merge from ioentity_optims2
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subtracting 114053 - Editor and standalone crashes for certain users (Added correct data path and log path when checking for DLSS support)
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merge from fix_train_barricade_collision -> main
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Merge from tssaa_hires_screenshot_fix
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siegeweapons_terrain_proxy_fix -> main
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Added correct data path and log path when checking for DLSS support
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merge from fast_debug_draw (fix shader on metal)
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Temporarily disabling DLSS/DLAA due to crashes
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merge from terrain_ignore_grid
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Merge from fast_debug_draw
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Merge from fireflickerfix
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Fix osx IL2CPP compile error - switch asset using statement from NUnit -> UnityEngine.Assertions
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merge from laserlight_green_fix
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siegeweapons_terrain_proxy_fix -> main
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merge from sirenlight_culling_fix
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Removed ItemInformationPanel.EligableForDisplay warning log
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flameexplosive_effect_alignment_fixes -> main
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merge from horse2_fixes/handling
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merge from horse2_fixes/handling
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Fixed DLSS server compile errors
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Merged DLSS/DLAA AMD crash fix into main
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Merge from fast_debug_draw (expand character set)
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merge from flamejet_optimisation
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revert_sprinkler_amount -> main
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fix server build
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ghost_sprinklers_fix -> main
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Merge from fast_debug_draw
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merge from flameturret_optimisation
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siegeweapons_terrain_proxy_fix -> main
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Merge from cinematic_lod_convars
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Merge: from profiling_improvements Further reducing overhead by recording 25% less data overall (based on 350p release server snapshot) Tests: Took a snapshot on Craggy in Editor
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merge from train_prevent_building
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Fix ViewmodelLower NRE in workshop submit scene
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merge from fonts_fallback
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merge from fonts_fallback