146,433 Commits over 4,444 Days - 1.37cph!

15 Days Ago
Fixed dumb 3am bug I couldn't see
15 Days Ago
Prefabs baseline
15 Days Ago
Merge: from serverocclusion_unittests_fixes - Bugfix: NetworkVisibilityGrid.IsVisibleFrom didn't return consistent to GetVisibleFrom results - Bugfix(tests): fix invalid setup of server occlusion visibility in select tests Tests: ran unit tests
15 Days Ago
Removed a flaky raiding test Removed entity id from TestScenario_FireRocketAtBase_CheckDamage error message, not needed and break the slack alert caching Test list
15 Days Ago
Merge: from main
15 Days Ago
merge main -> rust_relay_server
15 Days Ago
merge from main
15 Days Ago
Blocker evaluator micro optims
15 Days Ago
merge from main
15 Days Ago
merge from rectmasks2d_optims
15 Days 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)
15 Days Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
15 Days 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
15 Days Ago
last serialized field fix
15 Days 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
15 Days Ago
Merge: from fuzzy_circularbuffer Chosing this implementation
15 Days Ago
Fixed Female/A player seed head going invisible when lodding
15 Days Ago
Merge: from pool_mt
15 Days Ago
Merge: from main
15 Days 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
15 Days Ago
merge from main
16 Days Ago
merge from main
16 Days Ago
Merge from main
16 Days Ago
Merge from preserve_player
16 Days Ago
Network++
16 Days Ago
Reapplying wiretool_reconnect_fix
16 Days Ago
Merge from main
16 Days Ago
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
16 Days Ago
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16 Days Ago
Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
16 Days Ago
Sphere tank scene is now playable
16 Days Ago
Added a crude oil producer to dome
16 Days Ago
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
16 Days Ago
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16 Days Ago
Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
16 Days Ago
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
16 Days Ago
Remove dodgy null check
16 Days Ago
- Fix z position being stomped (when loading table state) - Fix shooting not working - Fix only being able to mount the table once - Codegen
16 Days Ago
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16 Days Ago
Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
16 Days Ago
Fix list clear NRE
16 Days Ago
Stop groundwatch killing the table as well
16 Days Ago
- 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
16 Days Ago
- Allow player to play against themselves - Temp patch for viewmodel issues
16 Days Ago
IOCircuitSystem indentation fix
16 Days Ago
Disable deatching children on the modding monument build block prefabs
16 Days Ago
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)
16 Days Ago
Merge from main