195,366 Commits over 4,110 Days - 1.98cph!
added camera animation sync component to attacks in mace animator
Merge from dlss_texture_creation_crash
Temporarily disabling threaded texture creation to see if this is the cause of the new DLSS crash
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
Boat blocks forward damage to parent boat
Initial boat max health calculation.
New test save.
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
Stop Shockbyte button trying to refresh server listings
Reimplement Shockbyte promo.
Polish the shockbyte popup
updated stone and wood roofs to detach beam - lod group still needs setting up
Refresh button micro interaction
floating cities walkway and greybox progress
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Continuing on with floating walkways
Don't add scientist brain twice
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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
merge from S2P_bugfixes_for_quickfire
Wire back up the refresh button properly
fixed a hole in stairwell_bottom_360 collider
Prevent server listings from being added to the browser twice if they have a tag
smoother transitions out of mine tunnels in military tunnels
improved env volume accuracy in sewer tunnel prefabs
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Changed spoiled produce consume sound
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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
fixed the culling zone missing a cave segment in cave_large_sewers_hard
Tweaked barricade cover barricadeDamageMultiplier
Merge from foliage_instancing
Added play on awake to flex transitions
Schizlobium - added padding to bark texture and fixed UVs to remove seam on lower LODs
Fixed wallpaper clipping on legacy wood floor, triangle floor, foundation and triangle foundation
Speaker blockout. Spotlight adjust.
split off wood beam on edge of stone tier roof
Set constant for max refresh distance for now
Merge from main to jungle update improvements
Checking in floating walkway progress to switch branch
Merge from environment_volume_lods
Fix issue with max refresh value causing foliage to stop rendering at some locations/angles