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6,813 Commits over 851 Days - 0.33cph!

2 Hours Ago
Disable motion vectors for io arrows, fixes motion blur issues
2 Hours Ago
Fixed shop marker cluster text scaling
3 Hours Ago
merge from main
3 Hours Ago
Fixed input fields using decimal number content type not working
3 Hours Ago
Matched new input system scroll speed to match the sensitivity of 10 we had in the old input system
5 Hours Ago
merge from devtools_scaling_fixes
5 Hours Ago
Copy paste list view fixes
5 Hours Ago
Tweaked free aspect layout of item and vehicle tabs
5 Hours Ago
Fixed F1 loadout tab scaling issues when using free aspect
5 Hours Ago
Fixed copypaste grid button title text layout issues
5 Hours Ago
Fixed F1 copy paste tab scaling issues when using free aspect
6 Hours Ago
merge from iolines_shader_fix
6 Hours Ago
Restored invisible wire material
6 Hours Ago
Restored hose material colours
Today
merge from main
Today
merge from iolines_shader_fix
Today
Fixed remaining hose IO material still using the wire shader
Today
merge from wallpaper_defaultskin_fix
Today
Fixed wallpaper skin picker not showing the default skins, regression from last month
Today
Russian roulette progress
Today
Fixed FlexGraphicTransform messing with rust icon rendering after the TMP update
Today
Fixed scroll speed issues
Yesterday
Manifest
Yesterday
Debug command
Yesterday
Russian roulette prototype wip
Yesterday
Manifest and phrases
Yesterday
Prefabs baseline
Yesterday
Removed a flaky raiding test Removed entity id from TestScenario_FireRocketAtBase_CheckDamage error message, not needed and break the slack alert caching Test list
Yesterday
merge from main
Yesterday
Blocker evaluator micro optims
Yesterday
merge from rectmasks2d_optims
Yesterday
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)
Yesterday
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
Yesterday
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
Yesterday
IOCircuitSystem indentation fix
Yesterday
Allow root combiners to be connected to non root entities. Renamed it to 'combiner' Prevent feedback loops by discarding power from back edge wires
Yesterday
Some fixes, refactoring and new evaluators. Cache consumption amount at register time so we don't rely on entities anymore Fixed signs registering themselves in circuits Started removing old IO code to IO entities code
2 Days Ago
Reduced the amount of flags OR AND and XOR switches are setting
2 Days Ago
Reduced the amount of TryGetComponentRecord calls
2 Days Ago
Circuit merge do not set the whole circuit as dirty + eval pass micro optims
3 Days Ago
No allocations when running the flood fill when rebuilding circuits
3 Days Ago
Updated all SimpleLight prefabs to use the HasPower flag instead of On
3 Days Ago
Simple light don't switch the ON flag anymore, we can just use HasPower and save a setflag when turning a light on/off (they're batched but that saves some overhead)
3 Days Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
3 Days Ago
Circuit budgeting: all circuits share a 0.25ms budget per frame to evaluate. When the budget is depleted mid circuit, we save where we stopped and continue later. The starting circuit is never the same so a single circuit can't eat the whole budget and clog everything Also moved the drain pass to the 1hz battery tick, it doesnt have to run on every tick
4 Days Ago
Optimised the evaluation pass. we now starts from the dirty components specifically instead of evaluating the entire circuit from start to finish When evaluating, if a component output didnt change, we stop there
5 Days Ago
Cleanup
5 Days Ago
Ceiling lights just use the HasPower flag instead of On
5 Days Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
5 Days Ago
Forgot Circuit.cs