4,681 Commits over 639 Days - 0.31cph!
Fixed deep sea marker not extending to the end of the screen
merge from ui_overhead_optims
LoadingScreen toggles its soft mask
DeathScreen toggles its canvas too
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden
Saves an extra ~0.05ms per frame
Set some texts as non static in the server browser
Restore the text caching in UI_Page, but only for non static texts
Fixed soft masks still wasting time masking when their root canvas is toggled
Disable overlay canvas when the menu is not visible
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
Removed the menu code caching and unregistering texts from TMP DoRebuild, not needed anymore
Backported m_IsTextObjectScaleStatic field from newer TMP versions, that let us avoid the slow and useless (99% of the time) TMP_DoRebuild checking the scale of every registered texts every frame. Saves ~0.3ms every frame
Default to true, we'll have to manually update all the texts getting their scale updated at runtime, don't think we have a lot of them
Better soft mask canvas caching
SoftMask uses graphic's canvas when possible instead of polling the nearest canvas
Toggle the canvas component of the menu UI when its not visible
Causes a small spike when opening it, but saves us some UI overhead when its not visible
Also causes a 40b alloc every frame because of SoftMask, need to look at it next
merge from naval_update/deep_sea
merge from canvas_debug_command
Fixed debug.printanimators double names in the inactive row
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
merge from contactsmenu_fix
merge from menu_workshop_fix
merge from steaminventory_warmup_fix
merge from premium_text_fix
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merge from wirecolor_nre_fix
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Fixed WireColorSettings.Get NRE
Tropical2 terrain set to the terrain layer
Added deep sea prevent building volume
Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds
Fixed cargoship oil rig avoidance
merge from naval_update/deep_sea
Added a tooltip on the deep sea map marker
merge from naval_update/deep_sea
Disabled pooling on ghostship for now
Fixed NRE when wiping the deep sea
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DeepSeaIsland set its trees to the deep sea global network group
merge from naval_update/island_scenes
DeepSeaIsland calls Spawn on its hand placed trees, so they're added to the TreeManager
Tropical1: Added some resource spawn for testing purposes
Disabled flattening for now, added realmed remove
Scaled the deep sea marker, so it fits when the portal spawns south