140,279 Commits over 4,352 Days - 1.34cph!
- Scale console autocomplete and input console fonts as you scroll zoom
-Allow setting font sizes on autocomplete and input console
- Fix autocomplete button putting the wrong things in the input field
- Cleanup
RRP unity 6 compatibility (testing old unity still works)
Reorganised command list page - cleaned it up slightly
- Restore client and server autocomplete tag colours
- Add them into command list as well
Make autocomplete buttons like the old ones - they are better
Added a fast path for RustFlexText MeasureHorizontal for when the text width doesnt matter and wont impact the parent size, to avoid calling the slow TMP GetPreferredValues
Scrolling in the item tab:
MeasureCrossAxis 0.84ms 21.5KB to 0.25ms 0KB
Embedded com.whinarn.unitymeshsimplifier so we don't need git installed on all machines
Some optims to FlexElement LayoutMainAxis (scrolling a virtual scroll view is quite slow)
- Get rid of the SizingChildren.Exists in LayoutMainAxis and keep track of the remaining elements manually, saves some time
- Put Grow and Shrink in the childParams struct
- Cache the children count
~0.65ms -> ~0.50ms per frame when scrolling the items tab
Water wheel server methods moved to budgeted queue, better cached performance of water blocking check, renamed item asset
merge from render_pipeline_testing
Setup tropical island 1 and ghostship 1 to use independant navmesh
merge from render_pipeline_testing (server compile fixes)
bunch of client preproc guards
Updating bunny suit female settings
Updating bunny suit burst cloth settings
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
merge from wakeaiz_tickrate_optim
Merge: from remove_clear_from_unsub
- Optim: speed up unsubbign from network groups by skipping clearing their entities from the queue
Tests: teleported around 2.5k procgen map
exported latest m16a2 viewmodel rig/anims
Optim: skip clearing entity queue when unsubbing from a network group
Was originally done to help with old spectating logic, but it's now handled separately.
Tests: teleported around on a 2.5k procgen map
drastically reduce tickrate of WakeAIZ when it becomes active, at worst this will add +10% to the sleepDelaySeconds (usually set to 30s) but will significantly reduce the perf impact of it
update render pipeline for renamed usings/objects
Bunch of fixes.
Refactor some scrap cost calculation to include the salvage upgrade in a central location.
Tech tree UI costs/values now reflect salvage upgrade effects.
Temp workaround force synchronous builds on moving navmesh, as right now the geometry queries use world space and they won't query the right spot
removed old premergeOct 25 anim controller
fixed toolgun offset issues
Wall alt versions.
Scene backup.
merge from render_pipeline_testing
Removed temporary materials. Started second pass on Kiosk A
merge from autoconnect_menu_fix
Moved t+autobench switch after OnMenuLoaded as well
Shotgun traps and flame turrets are destroyed on boat death
Various code auto updates, part 6 (third party)
Various code auto updates, part 5
Various code auto updates, part 4
Various code auto updates, part 3
Various code auto updates, part 2
Various code auto updates, part 1