userFlaviencancel

7,684 Commits over 974 Days - 0.33cph!

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