reporust_rebootcancel

142,866 Commits over 4,413 Days - 1.35cph!

Just Now
Removed a flaky raiding test Removed entity id from TestScenario_FireRocketAtBase_CheckDamage error message, not needed and break the slack alert caching Test list
8 Minutes Ago
Merge: from main
9 Minutes Ago
merge main -> rust_relay_server
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merge from main
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Blocker evaluator micro optims
21 Minutes Ago
merge from main
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merge from rectmasks2d_optims
23 Minutes Ago
Commented UpdateClipSoftness, new feature we dont need. We have SoftMask Clipping now takes 0.2ms a frame while sitting in the main menu, was ~9ms after the package update, 2ms on main (deep profiling editor)
24 Minutes Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
29 Minutes Ago
Use GetInheritedAlpha on the canvas group chain to check if we should perform clipping Most of our masks are invisible but not totally disabled because toggling gameobject is slow
30 Minutes Ago
last serialized field fix
32 Minutes Ago
Merge: from pool_mt - Optim: Pool is now cheaper to use in multithreaded context. Can revert to old pool with pool.usemutexpool 1 (default 0) Tests: unit tests and played on Craggy in editor
35 Minutes Ago
Merge: from fuzzy_circularbuffer Chosing this implementation
44 Minutes Ago
Fixed Female/A player seed head going invisible when lodding
47 Minutes Ago
Merge: from pool_mt
48 Minutes Ago
Merge: from main
1 Hour Ago
Restored the hasMoved check in RectMask2D::PerformClipping, was removed by unity to fix pivot animation issue We don't care about rect pivot animations, removing that check murdered UI clipping performance
1 Hour Ago
merge from main
1 Hour Ago
merge from main
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Merge from main
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Merge from preserve_player
2 Hours Ago
Network++
2 Hours Ago
Reapplying wiretool_reconnect_fix
2 Hours Ago
Merge from main
2 Hours Ago
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
2 Hours Ago
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Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
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Sphere tank scene is now playable
6 Hours Ago
Added a crude oil producer to dome
6 Hours Ago
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
6 Hours Ago
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Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
Remove dodgy null check
- Fix z position being stomped (when loading table state) - Fix shooting not working - Fix only being able to mount the table once - Codegen
Today
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Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
Fix list clear NRE
Stop groundwatch killing the table as well
- Locally shoot the pool shot as well (prediction and reconcilliation) - Parent mountables instead - Get Owner Table Via GetParentEntity() instead - Only allow joining the table when nothing is in motion
- Allow player to play against themselves - Temp patch for viewmodel issues
Today
IOCircuitSystem indentation fix
Today
Disable deatching children on the modding monument build block prefabs
Today
Fix "modding monument build blocked" prefab not scaling the red blocked visualization on custom maps - allow monument prefabs to opt-out of detaching their children (so it can work with "monuments" that can resize aka the modding building blocked prefabs)
Today
Merge from main
Today
initial setup on auto turret workshop skinnable
Today
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