140,463 Commits over 4,352 Days - 1.34cph!

Yesterday
fix missing functions in Wind.cginc
Yesterday
merge from new_console-ui
Yesterday
Changed item and vehicle list flex virtual scroll mode Fixed some loc stuff
Yesterday
Cinemachine compile fixes
Yesterday
merge from main
Yesterday
Phrases
Yesterday
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Yesterday
merge from main
Yesterday
merge from render_pipeline_testing
Yesterday
qa island thing
Yesterday
fixes, add missing components to some scenes
Yesterday
reduce error fade duration to 1 second
Yesterday
new_console-ui -> main
Yesterday
- Remove hover to preview - Make default values green again
Yesterday
Merge from demo_shot_track_dubbing
Yesterday
Merge from main
Yesterday
Combine Position/Rotation into one track (feels weird to just modify one)
Yesterday
merge from main
Yesterday
Fixed some misconfigured flex texts affected by the optims earlier, one in the featured store and one in the server browser entry prefab
Yesterday
merge from steaminventory_optims
Yesterday
Added a mode for FlexVirtualScroll to hide its elements instead of disabling the gameobject Use that for the steam inventory scroll
Yesterday
merge from render_pipeline_testing
Yesterday
fix watercamera rrp unity 6
Yesterday
HttpImage: Don't bother creating sprites if we can just use textures directly
Yesterday
New FIELD_ types & networking for doubles Use new field/networking types for doubles where needed * All the fields that were switched from float to double now use correct FIELD_ and networking types Switch map IO and forced ladder movement to doubles * EventQueuePrioritizedEvent_t.m_flFireTime, LadderMove_t.m_flStartTime & m_flArrivalTime, CBeam.m_flFireTime More doubleage, for matproxies and some other pieces * IVEngineClient013:GetLastTimeStamp, CClientState.m_flLastServerTickTime, GetAnimationStartTime, some client interpolation stuff s_flLastTimeStamp, m_flOldLastTimeStamp, g_flLastPacketTimestamp * C_BaseEntity.m_flSpawnTime, m_flLastMessageTime, SpawnTime(), GetTextureAnimationStartTime() * Applies a modulo hack to LinearRamp matproxy, it doesn't seem to want to work properly with just doubles Remove C_BaseEntity.GetCreateTime (unused) * GetCreateTime, m_flCreateTime, SetCreateTime, GetCreationTick, m_nCreationTick
Yesterday
merge from render_pipeline_testing (unity 6 compat)
Yesterday
Back SteamPlatform.ItemDefinitions with a dictionnary so getting a steam item def doens't take 2 working days (we have 6000 items)
Yesterday
merge from new_console-ui
Yesterday
merge from new_console-ui/optims
Yesterday
Changed the steam inventory item button texts to use the fast path Fixed cart button text settings
Yesterday
merge from unity6_compat
Yesterday
new_console-ui -> main
Yesterday
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Yesterday
Fix all the scrolling enlargement issues in console page
2 Days Ago
- 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
2 Days Ago
2 Days Ago
RRP unity 6 compatibility (testing old unity still works)
2 Days Ago
Reorganised command list page - cleaned it up slightly
2 Days Ago
- Restore client and server autocomplete tag colours - Add them into command list as well
2 Days Ago
Make autocomplete buttons like the old ones - they are better
2 Days Ago
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
2 Days Ago
Embedded com.whinarn.unitymeshsimplifier so we don't need git installed on all machines
2 Days Ago
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2 Days Ago
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2 Days Ago
merge from main
2 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
2 Days Ago
Water wheel server methods moved to budgeted queue, better cached performance of water blocking check, renamed item asset
2 Days Ago
merge from render_pipeline_testing
2 Days Ago
Setup tropical island 1 and ghostship 1 to use independant navmesh
2 Days Ago
another fix