140,522 Commits over 4,352 Days - 1.35cph!

4 Days Ago
Embedded com.whinarn.unitymeshsimplifier so we don't need git installed on all machines
4 Days Ago
▇█▄▊▋▊▅▍
4 Days Ago
▋▅▇█▇▌▊█
4 Days Ago
merge from main
4 Days Ago
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
4 Days Ago
Water wheel server methods moved to budgeted queue, better cached performance of water blocking check, renamed item asset
4 Days Ago
merge from render_pipeline_testing
4 Days Ago
Setup tropical island 1 and ghostship 1 to use independant navmesh
4 Days Ago
another fix
4 Days Ago
merge from render_pipeline_testing (server compile fixes)
4 Days Ago
further
4 Days Ago
bunch of client preproc guards
4 Days Ago
Updating bunny suit female settings
4 Days Ago
Updating bunny suit burst cloth settings
4 Days Ago
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
4 Days Ago
merge from wakeaiz_tickrate_optim
4 Days Ago
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
4 Days Ago
exported latest m16a2 viewmodel rig/anims
4 Days Ago
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
4 Days Ago
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
4 Days Ago
update render pipeline for renamed usings/objects
4 Days Ago
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.
4 Days Ago
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
4 Days Ago
merge from main
4 Days Ago
removed old premergeOct 25 anim controller
4 Days Ago
fixed toolgun offset issues
4 Days Ago
Wall alt versions. Scene backup.
4 Days Ago
merge from render_pipeline_testing
4 Days Ago
merge from main
4 Days Ago
Removed temporary materials. Started second pass on Kiosk A
4 Days Ago
merge from autoconnect_menu_fix
4 Days Ago
merge from main
4 Days Ago
Moved t+autobench switch after OnMenuLoaded as well
4 Days Ago
CurrentVersion.cs
4 Days Ago
Shotgun traps and flame turrets are destroyed on boat death
4 Days Ago
Meta files
4 Days Ago
▆ ▍▍▌▍██▌█ ▄▅▌▇▄▊▇▍▋██
4 Days Ago
Various code auto updates, part 6 (third party)
4 Days Ago
Various code auto updates, part 5
4 Days Ago
Various code auto updates, part 4
4 Days Ago
Various code auto updates, part 3
4 Days Ago
Various code auto updates, part 2
4 Days Ago
Various code auto updates, part 1
4 Days Ago
Update to rps, victory and beat chest gestures
4 Days Ago
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
4 Days Ago
TMP auto upgrade (this needs applying upstream)
4 Days Ago
Baseline (ProjectVersion, Packages, MultiplayerManager)
4 Days Ago
easter wallpaper texture update
4 Days Ago
minor tiling fix on one of the easter wallpapers
4 Days Ago
added descriptions to all the wallpapers, engine file update