userFlaviencancel

4,681 Commits over 639 Days - 0.31cph!

1 Hour Ago
Fixed deep sea marker not extending to the end of the screen
3 Hours Ago
merge from ui_overhead_optims
4 Hours Ago
LoadingScreen toggles its soft mask
4 Hours Ago
DeathScreen toggles its canvas too
4 Hours Ago
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden Saves an extra ~0.05ms per frame
4 Hours Ago
Set some texts as non static in the server browser Restore the text caching in UI_Page, but only for non static texts
5 Hours Ago
Fixed soft masks still wasting time masking when their root canvas is toggled
5 Hours Ago
Disable overlay canvas when the menu is not visible
5 Hours Ago
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
5 Hours Ago
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
Today
Removed the menu code caching and unregistering texts from TMP DoRebuild, not needed anymore
Today
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
Today
Better soft mask canvas caching
Today
SoftMask uses graphic's canvas when possible instead of polling the nearest canvas
Today
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
Today
merge from naval_update/deep_sea
Today
merge from canvas_debug_command
Today
Fixed debug.printanimators double names in the inactive row
Today
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
Yesterday
Compile fix
Yesterday
merge from contactsmenu_fix
Yesterday
merge from menu_workshop_fix
Yesterday
merge from steaminventory_warmup_fix
Yesterday
merge from store_nre_fix
Yesterday
merge from premium_text_fix
Yesterday
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Yesterday
merge from wirecolor_nre_fix
2 Days Ago
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2 Days Ago
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2 Days Ago
Fixed WireColorSettings.Get NRE
4 Days Ago
merge from deep_sea
4 Days Ago
Tropical2 terrain set to the terrain layer
4 Days Ago
Added deep sea prevent building volume Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds
4 Days Ago
Fixed cargoship oil rig avoidance
4 Days Ago
Tropical1 tree fixes
4 Days Ago
merge from naval_update
4 Days Ago
merge from naval_update/deep_sea
4 Days Ago
Tropical2 prefab setup
4 Days Ago
Added a tooltip on the deep sea map marker
4 Days Ago
merge from naval_update/deep_sea
4 Days Ago
Disabled pooling on ghostship for now
4 Days Ago
Fixed NRE when wiping the deep sea
4 Days Ago
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4 Days Ago
DeepSeaIsland set its trees to the deep sea global network group
4 Days Ago
merge from naval_update/island_scenes
4 Days Ago
DeepSeaIsland calls Spawn on its hand placed trees, so they're added to the TreeManager
4 Days Ago
Tropical1: Added some resource spawn for testing purposes Disabled flattening for now, added realmed remove
4 Days Ago
merge from deep_sea
4 Days Ago
Scaled the deep sea marker, so it fits when the portal spawns south
4 Days Ago
merge from naval_update