reporust_rebootcancel

139,353 Commits over 4,352 Days - 1.33cph!

10 Days Ago
- Restore client and server autocomplete tag colours - Add them into command list as well
10 Days Ago
Make autocomplete buttons like the old ones - they are better
10 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
10 Days Ago
Embedded com.whinarn.unitymeshsimplifier so we don't need git installed on all machines
10 Days Ago
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10 Days Ago
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11 Days Ago
merge from main
11 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
11 Days Ago
Water wheel server methods moved to budgeted queue, better cached performance of water blocking check, renamed item asset
11 Days Ago
merge from render_pipeline_testing
11 Days Ago
Setup tropical island 1 and ghostship 1 to use independant navmesh
11 Days Ago
another fix
11 Days Ago
merge from render_pipeline_testing (server compile fixes)
11 Days Ago
further
11 Days Ago
bunch of client preproc guards
11 Days Ago
Updating bunny suit female settings
11 Days Ago
Updating bunny suit burst cloth settings
11 Days Ago
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
11 Days Ago
merge from wakeaiz_tickrate_optim
11 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
11 Days Ago
exported latest m16a2 viewmodel rig/anims
11 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
11 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
11 Days Ago
update render pipeline for renamed usings/objects
11 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.
11 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
11 Days Ago
merge from main
11 Days Ago
removed old premergeOct 25 anim controller
11 Days Ago
fixed toolgun offset issues
11 Days Ago
Wall alt versions. Scene backup.
11 Days Ago
merge from render_pipeline_testing
11 Days Ago
merge from main
11 Days Ago
Removed temporary materials. Started second pass on Kiosk A
11 Days Ago
merge from autoconnect_menu_fix
11 Days Ago
merge from main
11 Days Ago
Moved t+autobench switch after OnMenuLoaded as well
11 Days Ago
CurrentVersion.cs
11 Days Ago
Shotgun traps and flame turrets are destroyed on boat death
11 Days Ago
Meta files
11 Days Ago
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11 Days Ago
Various code auto updates, part 6 (third party)
11 Days Ago
Various code auto updates, part 5
11 Days Ago
Various code auto updates, part 4
11 Days Ago
Various code auto updates, part 3
11 Days Ago
Various code auto updates, part 2
11 Days Ago
Various code auto updates, part 1
11 Days Ago
Update to rps, victory and beat chest gestures
11 Days Ago
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
11 Days Ago
TMP auto upgrade (this needs applying upstream)
11 Days Ago
Baseline (ProjectVersion, Packages, MultiplayerManager)